• Tag Archives Fantasy
  • Grim Dawn – Elite, Ultimate, & Hardcore

    Playing through the game in Elite difficulty is pretty much identical to Normal: Enemies have higher max levels (ranging from the high 60’s in Act 1 to low 90’s in Forgotten Gods), enemy HP is given a boost (generally only noticeable where bosses are concerned), the PC’s upper resistances (elemental, poison/acid, & piercing) take a 25% hit, and the item drop rate is notably improved (with some bosses dropping completely new items). Aside from the addition of two new smiths and a couple Devotion Shrines the maps and quests are completely identical (you do get the option of changing which factions you’re aligned with, but that choice is retroactive for the Kymon/Order, Outcast, and Barrowholm factions; return to Normal and your alliances will now match the Elite choices).

    Meaning there’s little point in playing through Normal once you have access to Elite… which is where Forgotton Gods comes back into the picture. One of the less obvious additions it makes to the game are a set of ‘Difficulty Merits’ which you can purchase from the new non-faction vendor (when playing on Elite/Ultimate) and then transfer to other characters. Not only do they automatically unlock the higher difficulty levels for that character along with all inventory bags, but they also grant the bonus skill/attribute points you’d normally get from certain quests on lower difficulties and, far more importantly, activate all fast-transit portals on lower difficulties as well. So once you get a single character through Act 1 Ultimate, all future characters can get a massive head start to cut out all the busywork in Normal:

    Make a new character, clear the Burial Cave to get access to your Stash, use the Ultimate Merit and pick up a +XP potion (sold by the Malmouth faction vendor at max reputation), jump into Ultimate difficulty and use the potion, talk to the gatekeeper and spirit guide for a massive amount of experience (wear the Explorer’s Hood for an additional boost), leave Ultimate and enter Elite, talk to the gatekeeper and spirit guide here for a less massive but still large amount of experience. You’ll now be level 18+ with several bonus skill/attribute points and full access to nearly all areas in Normal and Elite. From that point you can do a speed run of Normal, just focusing on the shrines and main quests to hopefully hit level 50 (the point Legendaries start dropping) before jumping into Elite and playing normally.

    But what about Ultimate? I saw a lot of talk about how Ultimate was ‘the real game’, ‘totally different from Elite’ and so on, building it up to the point I was hesitant to try it. Turns out that was all bullshit. The difference between Ultimate and Elite is almost exactly the same as the difference between Elite and Normal, it’s just that your lower resistances (bleed, vitality, aether, chaos) take a 25% hit now as well and a set of unmarked bonus quests get added. As long as your resistances are near maxed and your total DPS (not weapon DPS, the total from all damage sources) is 40k+ you won’t have much/any trouble with Ultimate. As an example look at this character.

    That is certainly not endgame equipment and the damage output is pathetic and yet… I’ve been steamrolling Ultimate so far straight through Darius. The other character I’ve played in Ultimate with was the much earlier mentioned Purifier (slightly modified with FG additions), which breezed through Act 1 Ultimate annihilating everything in its path.

    But wait you say, why are you even bothering with that comparatively lackluster Warder? Because that’s a Hardcore character. While the Purifier may deal out insane amounts of damage, it’s less adept at taking insane amounts of damage. Since a single death means the end for a HC character, my attempt to grab the various related achievements by necessity was made with a heavily defense-focused build. And death can come at any time, even for a character that seems to have God Mode enabled while playing it.

    The Warder you see isn’t my first attempt at an HC run. It’s the second, with the first being a Shieldbreaker which died in Act 6 Elite. How, oh how did I manage to get such a theoretically unkillable build killed? Player error of course. In Mourndale I ran across Grava’Thul at level 88 and was promptly hit by his dispel attack. This being completely unexpected (I did not know there were two different Cthonic Nemesis enemies and had killed the first with no issues earlier) I was thrown into a state of shock and promptly fumbled around with the hotkey bars trying to reactivate the buffs (misclicking and deactivating the ones just reactivated) and was ultimately killed while trying to use a health potion which had not been bound to the secondary hotkey bar. Ironically, my first D3 hardcore character died in a similar manner.

    So yeah, that was totally my fault and not the build’s. The important lessons learned there were A) Keep essential modal buffs on the primary hotkey bar, B) Make sure the health potion is bound to the same key on the secondary hotkey bar, and C) Be extremely careful when engaging Nemesis monsters.

    As a bit of a post-script, an incidental lesson was learned while playing the Warder: Armor Piercing does not reduce enemy armor effectiveness as I had long assumed, instead it converts physical damage into piercing damage. Which depending on build may actually result in less damage being dealt.


  • Grim Dawn – Forgotten Gods

    Forgotten Gods is the second Grim Dawn expansion, being mostly notable for adding a number of new Devotion options along with a new class option. The Oathkeeper has a very Paladin-like feel to it and specializes in shields, fire (or alternately acid) damage, and adding retaliation damage to attack skills.

    So far I’ve played through Vanilla+Malmouth with 4 Oathkeeper blends (and through FG with 1):

    A Sentinel was the first, handily replacing my earlier concept of a retaliation build. Aegis of Menhir and Righteous Fervor are great and the Guardians are fantastic. Meanwhile, Ascension and Presence of Virtue (for this build anyway) offer a wonderful mix of offensive and defensive support. It’s practically a pure Oathkeeper, though the healing and added retaliation from Blood of Dreeg is not to be underestimated. At the moment (post-Malmouth, pre-FG) they look like this; note that I have to reset the Devotions because Dryad wasn’t as useful as I thought it would be.

    With storage space getting a bit tight at this point (1 extra tab isn’t really enough for an expansions’ worth of content) it seemed a good time to finally get rid of all the poison-focused gear I’d been collecting for some time now. So I decided to make a Venomblade Dervish (in contrast to the above, this is practically a pure Nightblade). While they certainly kill things quickly enough, they’re remarkably squishy and I think I’ll have to alter the Devotion setup to include Behemoth and maybe Chariot for some more health restoration; the Ancient Grove boss killed it more or less instantly with that multi-eruption thing it does.

    Becoming somewhat focused on the Corruption of Gargabol pistol while scrolling through the item database the next character ended up being a gunslinger Oppressor. I had forgotten how effective dual pistols were at efficiently killing things and anything that survives the barrage gets a Bone Harvest to the face. The build was a lot of fun before the recent patch that changed the Terrify effect to Confusion, and will probably be even better now.

    Which brings us to the fourth character, a Cyclone Archon, the only one I’ve so far taken through the FG storyline content. Vire’s Might and Eye of Reckoning are both pretty great and synergize well; rush into the middle of a hoard, pop Ascension if it’s a hero/boss, and just start spinning around. It’s such an effective tactic at melting enemies that I’ve often forgotten I even have Wind Spirit. Briarthorn on the other hand is more of a mixed bag. Against most stuff it serves as a perfectly fine damage boost, but against things with AOE death effects (Malmouth’s aetherials for instance) it just dies constantly and the points may be better off in Presence of Virtue.

    And what’s that storyline content like? Well, the first half is much like Act 2 visually with an assortment of mostly Beast-faction enemies; dinosaurs, grobles, basilisks, beetles, scorpion-men, gryphons (fat harpies). There are also a few undead (basically just larger zombies) and some ‘Eldrich Spirits’ (repurposed wendigo spirits), which serve as the new enemy faction. The second half in contrast is much more unique visually (lava-flavored interior ruins aside), being mostly populated by Eldrich-faction creatures (poison-flavored Bysmiel mongrels, reskinned ryloks, stuff that looks like the animats from Pillars of Eternity) including re-designed Kymon enemies who prefer fire magic and crossbows to their earlier rifle/lightning setup.

    Though it forces you to side with one of the three new factions, doing so does not make the others hostile (all the choice does is change which series of quests you get offered). So there’s no reason not to side with a different faction in each difficulty level (for bounties stick to the Sister Crimson and Brother Segarius ones). You can do the Shattered Realm content immediately or wait until after everything else is finished, and I suggest the latter to make things as smooth as possible. Even then however it’s not really worth going past the 5th Shard with any builds that can’t quickly dish out a ton of damage (the Archon build above at level 72 cleared the 1st-25th Shards without notable issue… although the levels with floor hazards were a pain).

    So is the expansion worth buying? Depends on how much you like the Oathkeeper, want/need the new Devotion options, and if you’re interested in the new class of movement abilities (which, granted, fill a much needed mobility hole). If you just want more storyline areas to explore though it’ll probably end up quite disappointing (particularly when compared to Malmouth).


  • Bermuda Triangle: Colorful Pastorale

    Far beneath the sea’s surface lies the nation of Maggallanica, a nation much like any other despite being primarily inhabited by mermaids. Follow the daily adventures of five such young women as they explore the streets and various locales of the remote village of Parrel.

    A lightly comedic slice of life series. No familiarity with the Cardfight!! Vanguard franchise, of which it’s a spin-off, is required to watch it.

    More Information:
    aniDB
    HIDIVE
    Wikipedia


  • Endro~!

    Long ago on the island of Naral there was an evil demon lord who was eventually defeated by a brave hero. Unfortunately the demon lord could not be permanently killed, and so a cycle began in which a new hero would arise to defeat her whenever she reappeared. This time however something went awry. Instead of being sealed the demon lord was instead transported several years into the past… giving her an unexpected chance to prevent the hero from becoming a hero.

    A blend of schoolgirl daily life comedy and fantasy RPG parody. It also includes minor action and yuri-themed romance elements.

    More Information:
    Amazon
    aniDB
    Crunchyroll
    Wikipedia

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  • Grimms Notes: The Animation

    In a universe where an individual’s entire existence is dictated by a personal Book of Fate, only those rare few born with blank Books can stand against the insidious Chaos Tellers who rewrite others’ fate to spread chaos and despair across the land.

    A partly episodic action-comedy with a central fairytale theme and small amount of drama.

    More Information:
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    Continue reading  Post ID 7291


  • Thirteenth Child Trilogy & Elise Kova

    Patricia C. Wrede‘s Thirteenth Child trilogy is a very slow burn; don’t go into it expecting a hero’s journey. Instead it’s closer to an alternative history slice of life series, with each book being ~90% focused on the protagonist’s daily interactions/activities and only the last chapter or two providing an opportunity for her to do something that catches everyone’s attention. There are also a number of loose ends relating to the world’s metaphysics and the tendency for a chapter to end with a dire proclamation only to have nothing come of it in the next is a consistent annoyance. Yet despite all that there’s just something about Wrede’s dialog style that makes the journey entertaining enough to forgive the open-ended and somewhat anti-climatic conclusion.

    Elise Kova’s Golden Guard trilogy is less a trilogy and more a loose collection of short stories. The first is a bit of an action-mystery, but besides that is hard to pin down. The second is a painfully generic paranormal romance story minus the paranormal. The third is something of a buddy comedy. All three together are about the size of one normal book and honestly I can’t recommended bothering with them since they add nothing to the sequel.

    That sequel being her previously published Air Awakens series. Interestingly enough the genre here is different from all three of the short stories mentioned above, with this being something of a combination hero’s journey paranormal romance. It starts out slow, picks up in the second book, begins to fall apart in the third, completely falls apart in the fourth, and takes a hard turn into pitch black tragedy in the the fifth: Human mutation, cannibalism, incest, miscarriage, and mental corruption/degradation all make an appearance. Ultimately I can’t recommended this series either due to all the inconsistencies surrounding the protagonist.

    Unrelated to the the two works above (though almost immediately recognizable as from the same author due to the fondness for using names over pronouns), Kova’s Loom Saga is a relatively straightforward paranormal romance story for the most part which quickly brought to mind Lilith Saintcrow’s Dante Valentine series. This series leans more toward steampunk instead of cyberpunk though and takes place in its own fantasy world. While the first book is pretty good and the second is decent, the third comes across as very unfocused and almost offhanded in how everything gets resolved; what ends up most interesting about it is how Arianna ends up ceding the protagonist spot to Florence.


  • Manaria Friends

    The prestigious Manaria Academy serves as a neutral ground where members of all three great factions can learn the magical arts. It’s here that Anne, the human princess of Manaria, and Grea, a half-dragon princess, first meet and strike up an unlikely friendship.

    An often comedic slice of life series with strong hints of romance and noticeable ecchi elements. While taking place in the same universe, it has no direct connection to either of the previous Shingeki no Bahamut series.

    More Information:
    aniDB
    Crunchyroll
    Wikipedia


  • Pillars of Eternity II: Deadfire – DLC

    All three of the large DLC released for the game are roughly the same size (more or less equivalent to the full scope of one of Neketaka’s districts) and geared toward an endgame party. Which is a bit of a problem since the level cap has not been increased… meaning you’ll spend even more time than before gaining tons of wasted experience.

    The Beast of Winter is the first of them and is best tackled with a level 15-16 party, depending on difficulty (though if you want to face either of the two endbosses in combat you’ll probably want to be 17+). And make sure to pack weapons/spells that can do fire and/or crushing damage to have a slightly easier time clearing the opposition. Combat aside it’s notable mainly for adding an additional henchmen option and giving a number of interactions to Ydwin, raising her up to the status of companion during your time spent in the related areas.

    Seeker, Slayer, Survivor is a very different sort of DLC and cannot be accessed until after completing the game’s main He Waits in Fire quest. So while the ‘recommended’ level is 16 you’ll almost certainly be closer to 20 unless you’re doing a low-level challenge of some sort. That’s a good thing though since the difficulty level varies wildly between fights, which can fortunately be triggered as many times as desired (a feature extremely useful for leveling the clutch of new DLC-added soulbound items), and you’ll definitely want the breathing room granted by the extra levels. SSS also enhances a particular henchman for the duration, but otherwise the only other notable feature is that the arena feels kind of empty and unfinished. The merchants in particular stand out with their low-level/generic equipment and the ‘guiding spirit’ is pretty annoying.

    Depending on your choices in the prequel, the Forgotten Sanctum can be a bit tricky to start. Like SSS it requires He Waits in Fire be completed, but the Giant Wave event that triggers it doesn’t give you any information beyond ‘somewhere in the south’ and no quest gets added to your journal. A second event involving Llengrath is what points directly to the DLC content, but if you didn’t meet her in PoE 1 that event won’t trigger (having killed her dragons may also cause it to not trigger) and you’ll have to find the location yourself. Which, admittedly, isn’t very hard considering a large number of unexplored points of interest will have appeared on the relevant island.

    Triggering it aside, you’ll absolutely want to be level 20 before exploring the new content considering the difficulty of the encounters inside and gimmicky bosses you’ll be forced to face. And as with the previous DLC, one of the available henchmen gets some expanded focus. Unlike those however this adventure is more… wordy I guess you could say. Atmospheric as well. It very much gives the impression of being a throwback to Baldur’s Gate II actually and fits in seamlessly with the default game.


  • Thronebreaker: The Witcher Tales

    Thronebreaker isn’t really much like either the main Witcher games nor Gwent as far as gameplay goes. More like Shandalar really.

    You wander around on 2D maps gathering resources, making roleplaying choices, solving card-based puzzles, and engaging in simplified/modified games of Gwent. Most of the choices are minor and only affect your resource totals or morale level, but quite a few determine what bonus cards you’ll have access to and some affect battles that may appear down the line (sometimes even several maps later). The puzzles are intuitive and/or forgiving for the most part, using custom decks to guarantee each is solvable, but a handful are remarkably obtuse and may require looking up the solutions.

    The Gwent battles range in difficulty from laughably easy (any ‘fair’ confrontation) to punishingly hard (the enemy cheats). Most of the hard ones have a specific weakness of some kind to make them easier with the notable exception of the final battles on the 4th and 5th maps; those two are pure endurance slogs. Difficulty is of course also affected by what kind of deck you’ve built, with compositions heavy on direct damage and point removal (e.g. Jade Figurine) generally having a much easier time than others. Which brings me to the last part of the game: Base building.

    Most of the resources you collect are going to be put toward upgrading your Camp buildings. While it’s true you’ll end up with far more resources than you can spend by the end of the game if each map is thoroughly explored, you’ll always be needing more in the early/mid-game. Getting the Forager’s Quarters (and upgrading it on the second map) should be the #1 priority, followed by maxing out the Royal Tent (Trinkets are insanely powerful) and Mess Tent (the cost reduction is stronger than a straight cap increase). Once all that’s done you can grab the Watchtower for the Scout feature if you don’t trust manual exploration (scouting is cheap and has a huge range) and then whichever Training/Workshop buildings affect the cards you want to use.

    Stay away from the Herald’s Study (recruits should never be in short supply), Cartographer’s Desk (a purely cosmetic effect), and Barracks (with a maxed-out Mess Tent you shouldn’t need more than the first rank of this at most) until everything else you need/want is built. Lumber is what will be in shortest supply, so keep a lookout for choices that give more of it and try to avoid those that require it.

    One final thing of note is that unlocking all the achievements requires making some choices you might otherwise prefer not to. Specifically, one Gold Chest can only be found by dealing with a bandit and collecting all of Meve’s weapons requires a mixture of merciful and ruthless choices.


  • Cast In Oblivion & Guild Hunter #6-11

    The fourteenth entry in Michelle Sagara‘s Elantra series resolves the long-simmering subplot regarding the Barrani’s Test of Name and, far more importantly, gives indication that Kaylin is finally ready to research how to consciously use the powers at her disposal for more than healing. There are many directions the series can go from here, but I hope it continues to advance the ‘main’ storyline involving the Dragon outcast.

    Nalini Singh’s Guild Hunter series is one that I initially loved, but which eventually fell out of favor as the books became more episodic and overly similar to her Psy-Changling series in content. Picking the series back up on a whim turned out to be a good idea:

    • Archangel’s Legion – While the number of sex scenes is certainly overwhelming and/or gratuitous, the character interactions and notable advancement of the central Cascade-related plotline makes it all worthwhile.
    • Archangel’s Shadows – The seventh book slips back into episodic territory… but not completely; though primarily focused on the development of the secondary pairing it does not forget about Elena/Raphael. The number of sex scenes being drastically reduced is a happy bonus.
    • Archangel’s Enigma – Continues the trend of the previous entry fairly seamlessly. It does feel uncomfortably similar to the aforementioned Psy-Changling novels though.
    • Archangel’s Heart – The focus shifts back to Elena/Raphael and the Cascade here, going well out of its way to tie in Elena’s family history. Putting the highly questionable level of contrivance aside the mix of content manages to almost fully recapture the spark of series’ early entries. It unfortunately does nothing to allay my growing concern over the increasing number of lifebond pairings though.
    • Archangel’s Viper – A massive step backward, this book is basically everything that made me drop the series in the first place. Being almost wholly episodic (taking place during the same time period as the previous novel) is bad enough, worse is that the relationship does not develop in even a remotely believable manner. At least the Uram-corruption subplot is finally resolved.
    • Archangel’s Prophecy – Such whiplash. Completely different from Viper, Prophecy goes all-in on the Cascade and ends up perfectly recreating the feeling of Angels’ Blood. I’m now more than a little annoyed the next book won’t be released until September.