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Well, I've only gained a couple levels... but I like that I can grind each character or push forward. It's a bit slow paced, but I'm a sucker for turn based RPGs. It feels like there's a lot to this game; will come back to play it for fun later.
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was planning to go for the hard badges but since it's deleted my save, don't think i'll bother anymore. tedious and boring game anyway
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Croca is a good supportive fighter, since he only has one ability which requires a melee weapon, you can give him a missile weapon and stick him in the back row to give him a defensive advantage. I usually equip Croca with medium armor to give him more quickness than most of the heavy armor users, and a battle standard to attract missiles and spells.
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It still astounds me how much more you could jam into this game. A developer would have to be creative and passionate about their game to include something as simple as naming and coloring your bags. I think I liked the inclusion of subclasses and achievements the most. It helps to have some goals.
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wow, I bought premium content a while ago, just cleared browser cache/history/cookies and in addition to saves being gone game doesn't recognize my previous purchase of premium content
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This is an amazing example for all turn based rpg games out there just as kingdom rush is a good example for tower defense games. The action value system is rather ingenious, the gear looks good, the abilities are well designed (this is really important!!), and collecting gear sets will keep you coming back for days (I'm on endless evil lvl 30 and I'm still grinding away XD). There are a few small gripes here and there but nothing major. I'd like more diversity. Literally over 75% of creep groups are the same undead over and over with some human and demon mixed in. Things like dwarves and orcs would make grinding much less tedious.
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god. I keep coming back to this game, it's so good! Highly reccomended for everyone, though i would have loved to see the berserker class come back.
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Just so you all know: You can organize your skill bar and your default stance by click the "helmet" shape at the dungeon screen, and then dragging and dropping into place on your hot bar, and double clicking your preferred stance.
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The +15% bolster to damage protection and +15 bolster to evasion from 100% items can be VERY useful on a warrior tank as well. One thing hits him then it reduces all the dmg he takes as makes him harder to hit until his next turn. SO good. I got + action on the back cleric and always go first so I open with holy light on hard waves. They really struggle to hit the warrior more than once with 65% accuracy and +15 evasion on the warrior XD Armor scaling isn't very amazing in this version so got to stack endurance and take advantage of bolster/+recover items and dmg reduction moves like hold the line and shield wall (rarely need to take pressure off back). The bolster and +recover items on warrior tank are definitely more important than "upgrades" without them!
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I recommend getting "of recovery items" on warrior tank in front. They increase the amount of every direct heal by a large amount, including warrior self heals. With a +40 to healing from a green chest piece both hold the line and resolve heal for 40 more and it's extremely powerful. More than 50% of the time the only move I'm using on the warrior is hold the line for a +60 heal to himself and +20 heals to war golems to his right and left. More important that 20% extra dmg reduction on the whole front line lets him eat up all the damage while giving back row passive 20% dmg reduction. This really helps both cleric and ranger heal warrior directly (not balm though) when his hitpoints start becoming too high. Really important imo.
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Endurance stacking high armored warrior tank with "guarded" in front middle, cleric healer/dps back middle with radiant glow, ranger healer/dps back left or right. Conjurer dps/summoning mage on otherside. Working very well in veteran. On 5th campaign and only was defeated once along the way (one of those first goul waves -_-). stacking nothing but intellect on all 3 in the back row. Nature's balm is really strong and with cleric/ranger direct heals to support as well as warrior self heals it's very reliable. Dps is a kind of low so fight take a bit but better than running frail things and struggling with survivability. I had to "reset" that harvester fight a couple times cause I was doing it wrong :( Conjurer golems scale so nicely with intellect it's ridiculous (give him as much intellect as possible! Sometimes cleric has to pass turns but oh well (the curse remove ends up being VERY important later on so the back dps and turn passing is worth it for the healing/purging)
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The only part I don't like about this game is the lack of poisoned weapons. In Book of Dread, poisoned weapons were really useful and added a fun aspect to the game. Other than that, a great game with tons of lasting appeal.
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I'm a little surprised to find the ranger is an overall better healer than the cleric. The cleric is capable of more burst healing, and half of his spells are devoted to healing. But the ranger salve is so efficient he can sustain long term healing like the cleric can only dream. I'm thinking remove one of those many repeat heals the cleric has and give him an efficient heal over time.
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Ghouls are probably the worst enemies in this game, or at least one of the worst. Very fast turn speed ( I used cold front on one twice, and it still went right after my mage + his shadow ) and bleeding, as well as just overall good damage.
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is wish fighting styles would save so i don't have to change it every battle, because it just gets tedious so i stopped
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Ce jeu est vraiment complet, un bon tour par tour comme on les aime. On a pas mal de choix au niveau des personnages et les possibilités d'équipes sont énormes.
Il existe de nombreuses créature à combattre souvent très différentes et le jeu reste tout de même équilibré !
Un excellent 5/5 ! =)
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once you hit the imperial crypt, all the monsters summon, have 500 hit points, and the best weapons and spells hit for 20?????????
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Meh. game is not comparable with the others. Cleric runs outta mana after 3 heals, no "good" tank really. Mage when built "nuke" has laughable damage. Wouldn't recommend this game.
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So, perhaps a silly question, but is there any way to clear act V in 'satisfactory' way?
As in mastering the power of stones or something.
Or is the text at the end always the same?