• Tag Archives RPG
  • The Fall of Avalon – Conclusion

    The game’s final area is notably smaller than the previous ones but makes up for it with less dead space. There is a slight issue with reused assets though where the caves and mines are concerned and it’s actually possible to skip like 75% of the area by heading straight for the crown instead of bothering with the tribe quests (which I’ll probably take advantage of on any future playthrough). The quests are pretty well done though and should be checked out if you’re at all interested in the roleplaying aspects.

    Reached the point of no return at level 74. Attributes ended up at 32 Per, 20 End, 10 Str/Dex/Spr, and 5 Pra with the highest substats being One Handed (100), Athletics (72), Evasion (68), Light Armor & Theft (58), and Handcrafting (53).

    Weapons were still the same as earlier (+10 is more than enough for a critical-focused build) but I mixed up my armor choices a bit. Since I was already mostly 1-shotting enemies I decided to slightly compromise between effectiveness and appearance and ended up with: Crow’s Mask, Ashen Veil Cloak, Perceval’s Tunic, Winged Cavalier Gauntlets, Tainted Priestess’s Leg Covers, and Sir Gawain’s Weathered Sabatons. While for accessories I’d been using Amulet of a Novice Ogre Hunter, Swordsman Amulet, and Poison Ring for ages.

    Skill selection ended up being the entirety of all three Perception trees (this was completely unnecessary and only done for completion’s sake), all of the Statuses tree and Armor’s Inner Strength node in Practicality, all levels of the Parry tree’s Parry King along with the Movement tree’s Athletic Build node in Dexterity, and finally one point in Strikes of Luck, Invigorating Dance, and Symmetric Combat in Strength’s One Handed tree. Pretty much nothing survived two charge attacks.

    Final thoughts would be that the epilogue slide presentation is surprisingly robust, if a little buggy, and I think I want to do at least one ‘evil’ playthrough on the Kamelot side to see if there’s any notable reactivity to the ending sequence. Will likely be magic-focused to gauge how effective it is compared to critical dual wielding (stealth ranged is obviously overpowered without my having to do a full playthrough).


  • The Fall of Avalon – Act 2 Complete

    Fall of Avalon‘s Act II down now with, I think, all quests except Perinde Ac Cadaver and Unholy Matrimony (which didn’t fit this character) completed. It’s hard to be sure because several are linked to completing earlier ones and you won’t know if they’re available until talking to the questgiver again on a later day.

    Level 55 with highest substats at 100 (One Handed), 80 (Sneak), 62 (Athletics), 55 (Evasion), 51 (Light Armor & Theft), and 50 (Handcrafting). Wielding mostly the same equipment mentioned earlier except the Smuggler’s Knife is at +10 and I went with Fledgling’s Mask and (the Act II version of) Duel Knight Trousers instead of Lancelot’s stuff. Attributes are at Strength/Endurance 15, Dexterity 8, Spirituality 3 (from consumable items), Practicality 4, and Perception 21.

    I’m thinking of replacing the Keeper’s Boots with either Sir Gawain’s Weathered Sabatons or the Swiftfoot Boots once I hit level 60 since the extra Critical Chance will be useless by that point with all the Perception. Will probably redistribute my attributes in general then since I won’t need so much Str and End, though I think I’ll keep the two backstab points. While it’s true there aren’t many enemies you can sneak up on in melee, when you can it’s quite satisfying and I’ve already gotten basically all the other useful skills.

    As for the chapter itself, it’s mostly on par with the first. There’s perhaps a bit more backtracking where quests are involved though (I’d suggest focusing on the main questline first since it doesn’t overwrite any areas) and the northeastern area feels notably unfinished. It’s just a barren, empty expanse for the most part with a large amount phantom terrain lacking collision along the border over by the Wickerman location. This of course raises some notable concerns regarding the upcoming third Act.


  • The Fall of Avalon – Act 1 Complete

    At the end of the game’s first act, having sided against Galahad and cleared all the available quests, I ended up at level 30 with my highest substats at 79 (One Handed), 72 (Sneak), 46 (Athletics), 44 (Handcrafting & Theft), 40 (Light Armor), and 33 (Block).

    While I went for a melee-stealth build… that seems to have been a mistake. There aren’t really many opportunities to backstab enemies and it’s more efficient most of the time to just rush in with a charge attack, dodge back, then repeat. Stealth seems far more useful for ranged characters and fortunately there are a decent number of respec potions so I can get back the couple of wasted backstab skill points if this remains true in the next act. Both parrying and critical damage are great though and I don’t regret putting points into those two trees at all.

    Attribute-wise I’m currently at 10 Per, 8 Dex, 7 Str/End, and 4 Prac. The odd spread is to wear Bald Cait’s Tunic, with the Keeper’s Boots, Parrying Gauntlets (to be replaced with Duel Knight Gloves next Endurance point), and Duel Knight Cape. For head and legs I’m planning on eventually using Lancelot’s armor (wearing Hatchling’s Mask and Traveler’s Pants at the moment), which means I have to get up to 15 Str/End. For weapons I’m using Spine Splinter +10 (its ability scales off melee critical chance) and Parrying Dagger, though the latter I plan to replace with the Smuggler’s Knife next act.

    The Spine Splinter in particular is worth mentioning because it can only be acquired through the randomized identification system. Basically, anything you kill at night has a chance of dropping one of six unidentified items. You then spend webs at an upgraded bonfire to ‘roll’ on each item which rewards you with one to three random items. While most of the possibilities aren’t very exciting, there’s allegedly a chance of getting permanent stat-boosting items (I’ve never gotten one) and it’s the only place certain weapons will appear.

    Moving on to the magic system, the Wolf’s Call spell is amazingly useful for a melee character even with no points spent in Spirituality or the Summoning skill tree. While many bosses can take them out in one or two hits, the wolves still give you plenty of time to take off a chunk of their health unopposed. Or let you retreat and heal/re-buff. I haven’t bothered trying any offensive spells so can’t speak as to their effectiveness.

    As far as completely useless things go, the main two would be housing and the horse. The former serves little point considering the outside stash access, since you can’t display anything (although you can buy furniture if you complete a specific questline), while the latter seems to be slower than sprinting and gets caught up on even slightly uneven terrain. I’d suggest completely avoiding both of these features.


  • Tainted Grail: The Fall of Avalon

    While I had heard Tainted Grail: The Fall of Avalon was similar to an Elder Scrolls game, only being familiar with Tainted Grail: Conquest before (which is a tactical deckbuilder) I wasn’t quite sure what to expect.

    As it happens it’s essentially a hybrid of Skyrim and Elden Ring. It has the exploration, quests, skill system, crafting, and lockpicking of the former along with the attributes, leveling, equipment, encumbrance, and aesthetics of the latter. Combat is basically Skyrim‘s, with the added ability to both dodge and parry, while enemy variety and scaling is more like Elden Ring.

    I’ve only cleared around the post-Tutorial fortress area so far… but it’s looking like I’m going to be dumping quite a bit of time into this game.


  • WARHAMMER 40,000: Rogue Trader

    While I bought this game back when it was released, after my early experiences with the Pathfinder games I decided to wait to play it until after the first set of DLC were available.

    I’ve just cleared the second chapter now and can say that so far it’s really good, being only the second Warhammer-related game I’ve consistently enjoyed (the first was Mechanicus, although Chaosbane and Gladius weren’t unplayable). While character building can certainly be confusing the actual combat systems are pretty straight-forward and the non-DLC areas have a smooth difficulty curve with plenty of dialog choices.

    Basically in combat you’ll be presented with one to three strong targets accompanied by five to ten trash mobs for each and the idea is to massacre the weaklings with AOE attacks to trigger your heroic abilities which will then destroy the stronger ones. Most battles should be over in under four turns assuming you haven’t gone with completely ineffective leveling choices (like raising Strength on a ranged character) and have decent reputation levels with the various traders (using the PF stat as a perquisite for free items instead making you pay for things is a neat touch).

    Moving on, the colony system is sort of extraneous and (like character building) laden with traps while world map travel looks far more complicated than it actually is. While browsing the wiki I ended up throwing together a basic cheat sheet with a travel itinerary alongside puzzle solutions, notable colony project highlights, and faction reputation targets.

    For this first playthrough I went with a ranged mage-like Pyromancer build and was somewhat disappointed, sure they can blast apart single targets or a clustered group of enemies… but the bladedancer NPC can clear like half the map herself. Perhaps that’s an unfair comparison though since the power-level of the DLCs is notably higher than in the base game. Very noticeably higher, and if you do the associated quests when they become available you’ll likely have a challenging experience. While I did manage to clear them on Daring difficulty without much trouble I wasn’t experimenting with character builds at the time (that’s for a second playthrough).

    Speaking of which:

    Void Shadows includes a massive amount of content that heavily fleshes out the second chapter along with a new party member and archetype option, both of which are insanely good. Definitely pick it up if you have the chance.

    Lex Imperialis doesn’t add as much content to chapter two (fortunately, since it’s getting kind of bloated) but does also include a new companion and archetype alongside shields as a new variety of weapon. While I like the equipment and leveling options quite a bit, the NPC isn’t particularly impressive one way or the other.


  • Pathfinder: WotR – INEVITABLE EXCESS

    Finally got through the game with my Azata character (which was a Core Ironman run for the related achievement) and Trickster/Swarm/Legend character, which just leaves Demon as the last mythic path I have to take. Azata wasn’t very good, though it at least had a unique ending. Trickster turned out insanely good in basically all respects, while Swarm would absolutely be a challenge run if you don’t happen to have the Midnight Isles DLC installed. As for Legend… it’s pretty damn powerful when used with a fighter build and adds some interesting exposition regarding your soul.

    Before starting my final main campaign playthrough though I thought I may as well run through the Inevitable Excess DLC (with Legend) for the import bonuses, but since I really didn’t want to play it all that much I did so almost entirely on Story difficulty. Switched to Unfair for Inevitable Darkness and managed to kill him on the second try with the combo of Guarded Hearth, Freebooter’s Bond, Smite, Fortune Hex, and then just wailing away with Dimension Strike.

    Overall I’d have to say the DLC is just as bad as suspected, with it being essentially half pointless/tedious combat and half infuriating platform puzzler. I’d strongly suggest skipping it unless you really need the import bonuses for something like a Test of the Starstone run. Something I’m currently waffling on whether to attempt or not… although I suppose I could simply start out on Unfair and just lower it if it ever become too much hassle.


  • Dragon’s Dogma II

    Not much to say about Dragon’s Dogma II to be honest, as it’s effectively identical to the first game as far as gameplay goes. You no longer have to micromanage your level-ups, which is nice, but the camera seems like it’s far closer than it used to be.

    Pretty minor differences all told, so if you greatly enjoyed that (or never played it) then you may as well give this one a chance.


  • Avowed – Midgame

    A storyline sequel to PoE: Deadfire, Avowed goes in a completely different direction. While as that (and its prequel) are third-person party-based tactical RPGs this is closer to Dragon Age Inquisition in gameplay style.

    What it shares with the previous Pillars games are the setting details, plot developments, and emphasis on quest-based progression; you’ll get far more experience from completing quests than killing things. Many quests also have multiple ways to resolve them, offering a decent amount of roleplaying opportunity. You have far less choice where companions are concerned though and are forced to both recruit all of them and take at least two with you at all times (once you’ve progressed far enough in the main quest). Which is annoying.

    Also annoying is the equipment system, which can screw you over if you don’t understand how the unique item scaling works. See, every unique weapon or chestpiece you find will match its quality tier to the highest tiered relevant item you currently have in your inventory (assuming its minimum tier isn’t higher). If you upgrade some leather armor to the Exquisite tier for example, all unique armor you find afterward will also be at least Exquisite tier. So, to get the most out of your materials, you’ll want to only upgrade one weapon and chestpiece at a time and save up enough to go straight from +0 to the next tier level (skipping +1 through +3) in case you find a better unique than the one you’re currently using.

    Switching gears, ranged combat is what you’d expect from an open-world FPS: Basically you want to line-up headshots while dodging away from anything that tries to rush you (there are no cover mechanics). Melee seems a bit more dynamic with its blocking and parrying system, but I’ve been focused on first pistols and now rifles so can’t really comment on it at this time. Enemy behavior is pretty simplistic though and does not appear to change much if at all over the course of the game… which will probably get boring if you don’t switch up your weapon selection.

    Honestly at this point, at level 15 with Superb equipment and having just entered the third area, I feel little incentive to keep playing. There’s the railroading going on in the main storyline regarding the companions, combat as mentioned is pretty same-y, and exploration lacks a certain something where the loot is concerned. Maybe being able to equip your companions would help? As it is it feels like a waste to find nothing but items destined to be vendor trash since they don’t fit my build.

    Long story short, mostly what playing this game has accomplished is make me nostalgic for Greedfall. May just end up re-installing that instead of going further with this.


  • Zoeti & THE LEGEND OF HEROES: Trails through Daybreak

    Another game similar to Slay the Spire, Zoeti‘s key differences are that it features a storyline structured like a visual novel and uses a standard card deck in battles. The former is a bit of a problem due to both the questionable dialog and that you have to skip through it on subsequent runs while the latter is more interesting, tying abilities to poker hands instead of individual cards.

    Having skipped Trails Into Reverie after getting burned-out completing four Cold Steel games, I went into Trails Through Daybreak hoping for something a bit different. That was not to be; the only notable difference between this game and the last CS one is that you can now fight and defeat trash mobs on the field map using basic attacks. It’s certainly not bad, but releasing essentially the same game every year or two just gets old.


  • SONGS of CONQUEST & King’s Bounty II

    Songs of Conquest is, simply speaking, a Heroes of Might and Magic clone. If that’s what you’re looking for it should scratch the itch, but I was hoping for something leaning a bit more toward RPG instead of turn-based strategy.

    Which brings me to King’s Bounty II, which is both quite a bit like previous installments in the franchise and notably different in that it leans harder on the RPG aspect. Character building is the same except that higher level skills are now gated by alignment choices, army recruitment is the same except now each unit has a maximum number regardless of Leadership score, exploration is the same although now it’s done in a ground-level over-the-shoulder view while featuring far fewer enemy encounters, and finally questing has been greatly expanded (albeit still with the same bizarrely disjointed English dialog).

    For the most part I had a lot of fun going through it as a Paladin, but there are some notable oddities like Celestial Warrior recruitment being hidden (the recruiter pops up after a specific quest in an old out of the way part of the Mage Tower) and the legendary armor rewards apparently being randomized (so make sure to save before completing the Julian and Rosaline quest and various Cult of Unity subquests). For army composition I went with:

    Spirits of Light -> Disciples -> Bear Riders -> Celestial Warriors
    Swordsman -> Cavalrymen
    Crossbowman -> Royal Mages
    Raiders -> Mercenaries -> Red Dragon
    Free Archers -> Dark Adepts

    Wasn’t really fond of the Cavalrymen to be honest since they died weirdly often, but you can’t really complain about the Morale boost they give. Had a naked 5,590 Leadership at Paladin level 30 with I assume all totems collected (also 90 Knowledge, 15 Magic Power, and 5 Warfare), meaning at least one rank in the Glory skill is necessary (assuming no relevant equipment) to recruit the maximum number of Celestial Warriors and/or a Red Dragon. Chimera oddly require 2,500 per unit and so need an insane 7,500 to max them out which I’m not sure is actually possible to achieve even if it were worth it.

    Recruitment Unlock Quests

      Rank 3/4 Order Troops: Enemies Among Men
      Celestial Warriors: Cult of Unity, Haven of the Enlightened Ones
      Red Dragon: Lyssa’s Dungeon
      Chimeras: Beauty and the Beasts
      Bone Dragon: Fatal Voyage

    Finally we come to skills. At level 30, and having done all quests, you’ll have 128 Skill points and 43/41 Alignment points. So you’ll have enough to both max out one tree and unlock the second tier of the opposing tree, assuming you do the latter first to avoid getting locked out of those choices. I’d suggest getting at least 8 Order points on any character in order to grab Glory and at least the first rank of Training (you can always respec after hitting max level). After that it’s a choice between maxing out either Power or Finesse; the third and fourth tiers of Order/Anarchy are garbage in comparison. I’d also strongly suggest avoiding all the money-increasing skills since you’ll have no shortage of that as long as you explore a decent amount and make use of the post-battle heal function.

    Now it’s time to play through as a Mage to see how effective trying to win primarily through spellcasting is. For Paladin I ended up going Fire/Life for the Inspire, Burning Touch, and Inner Flame spells, and so for Mage I plan to go Death/Ice to focus on debuffs and Air for Chain Lightning, Portal, and Summon Chimera.