legend of grimrock навыки

Обзор игры Legend of Grimrock

В финской студии Almost Human работают 4 отважных человека, которые решились выйти на рынок 2012 года с игрой Legend of Grimrock, сделанной по образу и подобию классических RPG двадцатипятилетней давности. Авторы честно признаются в своих пристрастиях: Dungeon Master, Eye of the Beholder, Ultima Underworld. Жаль, что в этом списке нет первой части Lands of Lore – мне она нравилась гораздо больше.

Преступные помыслы

Далеко на севере королевства находится гора Grimrock. В горе вырублены многоуровневые туннели, населенные всевозможными чудовищами. Откуда и когда всё это появилось, местные жители не помнят и не знают. Попытки проникнуть внутрь горы заканчиваются неизменно печально, потому как назад никто не возвращается. Один, правда, вернулся, но скоро умер. По сему гору используют как последний шанс для всевозможных преступников. Преступников сталкивают в туннели и обещают освободить от наказания, если им вдруг удастся найти дорогу домой.

Подземелье разделено на уровни вполне разумного размера. Приготовьтесь искать на стенах скрытые кнопки, использовать ключи, дергать за рычаги, класть на плиты грузы, пользоваться телепортами и временами кидаться в пропасть. Тут всё сделано чётко и в меру трудно. Придётся подумать. На каждом уровне также спрятаны несколько секретных комнат с трофеями.

Шаги в темноте

Врагов не так уж много разновидностей, но они в достаточной мере разноплановы, плюс могут встречаться в разных количествах и нападать с разных сторон. Атака пяти воинов в лоб и атака трех групп с разных сторон это очень разные тактики ведения боя и совсем другие заклинания. А пауки традиционно любят травить соперников ядом, так что без эликсиров собственного приготовления не обойтись. В плане качества анимации действующих лиц – выглядит на хорошем для такой игры уровне.

И всё бы было хорошо, если бы не экономия на текстурах. Когда уровень за уровнем есть всего пять разновидностей стен, вперед уже не тянет. Я, конечно, понимаю, что по логике подземелья должны быть одинаковы, да и дань традициям присутствует, но всему есть предел. Бесконечно долго смотреть на одинаковые стены невыносимо. Кстати, судя по интерфейсу начала новой игры, в программе уже заложена возможность выбора подземелья. Пока там только один вариант «Grimrock», но, надо думать, это неспроста.

Обратная сторона инди

Почувствовать тот самый покрытый пылью геймплей оказалось очень даже приятно. Но через 4 уровня стало скучно. Искренне не понимаю, на кого рассчитана эта игра. Вроде бы логично предположить, что для тех, кто чудом помнит древние аналоги. Для чего тогда игра пиарится как инди? Такой хардкор для инди совершенно не характерен, и не может быть принят на этом рынке. Будьте готовы к тому, что игра действительно old school и может вывести из себя однообразием тёмных коридоров.

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Legend of grimrock навыки

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Understanding these numbers is the key to building an effective party. Use this section as a handy reference until you’ve memorized what all of these things do.

Health
When the red bar is empty, you die. Focus on improving your Vitality attribute and this number will grow more quickly on level ups. Press «r» to rest and refill the red bars often.

Energy
Used whenever you attack, but doesn’t stop melee or ranged attacks from firing. Mages need a minimum amount of current Energy to cast spells, though, so running out during combat is a bigger deal for them. Melee special attacks consume lots of Energy and don’t go off unless you have enough to pay for them. Ranged weapons (Throwing and Missile) don’t actually have special attacks, so Energy is completely irrelevant for them. Improve your Willpower early in the game to gain more Energy per level up.

Attack Power
This number improves your damage from ALL non-magical sources. There are various ways to improve this universally for your characater, like the Aggression, Fist Fighter, and Head Hunter (Minotaur only) traits.

Accuracy
This determines how often you actually hit the monster in front of you. By learning the timing of monster attacks you can actually inturrupt them in the middle of their animations when you land hits on them, negating their own attack with your «counter attack» of sorts. This doesn’t work if you miss, so try not to! Every point of a chosen weapon skill adds +1 to your Accuracy with that weapon, which is one reason why later on I suggest you dump each level up into your weapon of choice and ignore everything else.

Protection
Reduces the damage you sustain when hit by monsters in melee combat. The armors that offer the most protection are also VERY HEAVY and require that you gain Attribute points in Strength, which is slightly less useful than Vitality or Dexterity in the early game on a front line character. You won’t have enough skill points to max out your primary Skill and also get Light or Heavy Armor Proficiency in a single run through the game without pointlessly grinding respawning monsters. Bleh.

Evasion
Determines your chances of dodging enemy attacks completely in melee combat. Protection and Evasion defend you from the same damage source, and ONLY that damage source: enemy melee attacks. Elemental attacks like the ball lightning that Wyverns spit does not count as a melee attack, only Resist Shock will do anything about that. Also note that it is NEVER a good idea to just stand still letting monsters try to eat you. The game is designed around you being a dancing fool, so dance.

Resistances
Each Resistance number is percent based. If you have 33% Resistance to Cold, then you take that much less damage from all sources of Cold damage. Mages can get +100 Resistance to the element they are focusing on, which makes them completely immune to that element in combat. Raise your resistance by stacking Vitality and Dexterity to the sky. Look for items that add more as well.

Weight Limit
How much you can carry. Food, torches, weapons, armor, treasure, skulls, and junk items for pressure plate puzzles all have weight. You can improve your carrying capacity by investing in Strength, but I don’t recommend it. The only thing heavy enough that you would actually need Strength to use it is heavy armor, and heavy armor provides ONLY Protection, which as we’ve discussed is not a very useful stat. You become encumbered BEFORE you reach your Weight Limit number, so be careful and distribute your dungeon junk evenly unless you’ve got a Minotaur in the party (they can carry 15kg more than other races before other modifiers).

These are the Attributes you can assign 10 extra points into during character creation. This is your best opportunity to shape the future of your character as Attributes tend to be difficult to raise after the game begins (unless you go Unarmed). Every Skill line raises Attributes by small amounts (except Unarmed), so figure out which Skill like you are going to focus on before placing points during creation. For example, if you have a Human go Axes, they will have roughly enough Strength to wear the Valor set just from the +4 Strength they gain by 50 points in Axes, so you don’t need to also raise their Strength all the way to 15 during character creation just to wear heavy armor.

Strength
If you want to wear Heavy Armor, Strength is required. You simply cannot wear the heaviest armor set in the game without around 15

Strength unless you create a Minotaur (they can carry 15kg more than other races by default). Even then, you won’t be carrying anything else while wearing the Valor set without further investment in Strength. Besides increasing your carrying capacity by 3kg per point, you also gain +1 Attack Power per two points of Strength. Considering how precious your Attribute points are, this is not really a good way to improve your Attack Power.

Dexterity
Boosts your Accuracy, Evasion, and Resistance to Shock & Fire (most common elemental damage sources) all at once. It is especially useful for front line weapon users since Evasion is great at helping you survive melee combat, and missing your own attacks less is always good. The important thing to remember about Resistances is that the more you stack Vitality and Dexterity, the bigger your Resistance gain per point invested becomes. This makes stacking Vitality and Dexterity even sexier than it already was. Later in the game the Accuracy boost from Dexterity becomes largely irrelevant as you will gain 50 just from your weapon skill.

Vitality
The only thing in the game that protects you from all sources of death is more maximum Health, and Vitality boosts your Health gain on level up. After that, Resistances protect you from things that Evasion and Protection do not, and this stat provides Resistance to Cold & Poison. Vitality also lowers the duration of Poison and Sickness, which is pretty handy if you don’t want to use potions to deal with these bad status effects. Finally, the more Vitality you stack early on, the more Health you gain over the course of the game. For this reason I give Vitality a lot of weight during character creation. No other stat will pay off as highly over the course of the game. Note that Health gains from Vitality are independent of class, so even your Rogues and Mages can end the game with a relatively large amount of Health if you invest early.

Willpower
It does nothing for you defensively or offensively, it simply increases your maximum Energy gains when you level up and maybe Energy regeneration rate. Melee weapons consume Energy when you attack, and a lot when special attacks happen. You can have zero Energy and still perform regular melee attacks without a problem. I do not recommend having less than 10 Willpower while using Fighter weapons (Axes, Maces, Swords) as they tend to consume a lot of Energy to perform special attacks, and that is where most of their damage comes from. I found that having 12 Willpower made my Mace user able to use their special attacks much more reliably by the end of the game. Mages can use Willpower to cast more spells per combat, since those DO require a minimum amount of Energy or they won’t fire, but Mages are a pain in the butt in general and their reliance on this stat to function isn’t helping their case any. Daggers don’t use much Energy for their special attacks and actually give you huge Energy boosts as you level the skill, making Willpower completely unnecessary on Dagger users. Throwing and Missile Weapons consume Energy on use, but do not have special attacks, so there is no negative effect to them running out of Energy if it ever happens (so they can ignore Willpower too).

Effective Health is an important concept in games like this. Yes, you have a Health pool with a fixed number like 50, 100, or 200 Health total, but that is not the entire story. Likewise, your possible damage is not always clear cut in Grimrock because of mitigation and weapon attack delay. DPS is short for Damage Per Second and it is an important concept in other games, but slightly less so in Grimrock for reasons we’ll get into.

Your Health total is 100, and a monster does an average of 20 damage per hit.

100 Health / 20 Attack Power = 5 attacks until you die. Easy, right?

That isn’t the entire story, though. First lets say you have 10 Protection, and assume Protection reduces damage by 1 for each point (I’m not sure that it does, just follow along for now). The math has changed, because now the monster’s average damage is reduced by half:

You have effectively doubled your Health, the monster needs to do 200 damage worth of attacks to kill you instead of 100. Now lets look at Evasion. To effectively double your base Health of 100 when being attacked for 20 damage, you would need to achieve a 50% dodge rate.

100 Health / 20 Attack Power = 5 attacks * 2 (50% missed) = 10 attacks until you die

Now then, what happens when we assume a player has 100 Health, 10 Protection, and enough Evasion to dodge 50% of incoming attacks from a 20 damage monster?

Being attacked for 20 damage 20 times to die is the same thing as having 400 (!) effective Health!

An important thing to keep in mind from this series of examples, however, is that both Evasion and Protection ONLY work vs. monster melee attacks. Any source of elemental damage, like Urgaardian fireballs, Wyvern ball lightning, Skeleton Archer frost arrows, Ooze slime, and various traps are ONLY reduced by Resistance values. These are even easier to calculate, though, because Resistances are all percent based. This means if you reach 100 points of Resistance to an element you are totally immune to it. Mages achieve this the moment they hit 50 skill in an element, but you can get pretty close with other classes and the right stats (Vitality and Dexterity, heaps of both). So lets say you have 75% resistance to Poison while equipped with the Serpent Bracer and get attacked by Ooze slime for 20 damage:

Keep this information in mind when trying to figure out how you want your front line people to survive encounters. Protection directly reduces incoming damage and reduces spikes, while Evasion can mitigate a lot at once, but leaves you vulnerable to bad luck streaks. The Armor Proficiency skills allow you to have a mix of both of these defensive statistics, but without that skill you must choose one or the other to favor because each piece of Heavy Armor worn without training tanks your Evasion by 15 points. It doesn’t matter if you can’t dodge attacks that way, though, if you are a good dancer as a player and move your party out of melee range while your attacks are on cooldown. Speaking of cooldowns! NEXT SEGMENT!

Lots of people place a lot of emphasis on damager per second in a lot of games. It is an important number in Grimrock, but in my opinion less important than your ability to do a large amount of damage in one hit, even if you attack more slowly as a result. There are a few reasons for this:

1) Armored enemies take very reduced damage from your physical attacks, and unless your weapon has a means of ignoring armor via special attacks or the Mace 50 point skill, the only way to avoid doing 0 damage to tough enemies is through stacking lots of Attack Power.

2) You rarely want to stand toe to toe with a monster and trade hits the moment your cooldowns end. More often, you will be dodging projectiles and traps, or enemy melee attacks between your own. Combat is chaotic and you will not be able to click every weapon the moment their cooldowns end. Even if you could, you may not always be in melee range of your target, etc.

Now, don’t take this as a knock against Unarmed, Throwing, Daggers, etc. Those weapons are all completely great. You just need to plan accordingly while using them. Daggers rely on special attacks to get the most out of them, and provide some Energy while leveling up, but you probably still don’t want to go under 10 Willpower on a Dagger user in the creation screen because their final special attack consumes a LOT of Energy, and you want to be able to use it as often as possibe.

Next important concept: 25% or 50% reduced cooldowns with weapons are actually a 33% and 100% damage per second boost, assuming you could attack perfectly the moment every cooldown ended. Why?

If your attack takes 4 seconds, you can attack 5 times in 20 seconds.

Reduce your cooldown by 25%

Now you can attack every 3 seconds, so in 20 seconds you get 20 / 3 = 6.66 attacks

6.66 / 5 = 1.33, showing you’ve gained 33% more attacks (therefore damage) over 20 seconds.

This gets even simpler once you have 50% reduced cooldowns. Instead of attacking every 4 seconds, you attack every 2 seconds, which is literally twice as often.

A 50% reduction in attack cooldown is a 100% boost in damage per second.

You can get this bonus on Swords at 50 skill, and Missile or Thrown Weapons at 24 skill (Improved Quick Shot / Throw), or Daggers with Improved Quick Strike from 45 skill in Assassination (worthless without getting 50 Dagger skill first, though). To take maximum advantage of fast weapons like these you can pair a Minotaur with any of these weapons and apply the Head Hunter +15 Attack Power trait to any of them. Just remember what I was saying earlier, you can’t ALWAYS attack just because your cooldown is over, so don’t think you HAVE to use these skills to succeed. You really don’t, and the better you are at dancing the more time you have to win any encounter regardless of your defensive or offensive strength.

When creating a party the first thing you need to decide is what race to make each character. Here is some detailed analysis of your choices:

Humans
Not great or bad at anything, they get 4 skill points to spend at creation, unlike the other races that get 3 (Lizardmen / Insectoids) or 1 (Minotaurs). You get 4 at each level up regardless of race though, so having 1 more total skill point than a Lizardman isn’t really a big deal in the long run. Both races will reach 50 in a given skill at the same level (4 points x 13 level ups = 52 points, or 51 as a Lizard), so this really doesn’t matter at all. You can make a party of all Humans and they’ll all do fine at whatever you want them to without really excelling. I would maybe recommend them for your Mage over Insectoid if you are concerned about Health, and if you go Fire with your Mage then Energy should not be an issue (Fire is among the cheapest spells to cast while still doing very solid damage).

Minotaurs
Minotaur is all about the Head Hunter trait. Over the course of the game it goes from providing +0 to +15 Attack Power once you find all 5 skulls hidden in the dungeon. Minotaurs make AMAZING Thrown Weapon Rogues because this bonus applies to any physical attack, even Crossbows. The best way to make up for Minotaur’s weaknesses and take advantage of their Head Hunter trait in the front row is to make one into an Unarmed Fighter due to the massive stat boosts it offers and the way your 15 + 6 (use Fist Fighter instead of Aggression) Attack Power directly applies to your fists. Finally, keep in mind that only the Minotaur carrying the Skulls gets the Head Hunter bonus. HOWEVER. Minotaurs are also the best ranged weapon users in general, because Dexterity and Willpower are not useful stats for Throwing or Missile Weapon Rogues, so when Minotaurs trade those away for more Strength and Vitality it is a good deal even without Head Hunter.

Insectoids
Insectoids have the lowest starting HP and Vitality of all the races, in exchange for a boost to Willpower. This can a be useful if you plan on being an Air Mage since their spells are so expensive, but otherwise a Human Mage will do the job just as well and probably die less often. Their Protection granting Racial trait is underwhelming, but you could try to make a front row guy out of them while using it. It won’t really help them out much in the back row, the Healthy trait will do much more for any Insectoid in the long run.

These are what you have to work with prior to adding 10 points to whichever Attributes you want, maximum of +6 in any 1 Attribute. Health per class is Warrior / Rogue / Mage.

You get 2 trait choices per character at creation. Traits are pretty straightforward since at least half of them are not any good at all. Depending on your character’s race, weapon specialization, and the row they are in you might want to change them a bit, though. The ones worth considering are the following:

Healthy
Gives another +2 to your Vitality. The earlier you stack Vitality the more good it does. This is your last chance to get even more Vitality before the game even starts. Healthy is always a good choice regardless of class, position, race, weapon choice, etc. This trait is always better than Tough as Vitality does more than just provide Health, and over the course of the game +2 Vitality will provide much more than 15 Health anyway.

Agile / Athletic / Strong Mind
Another +2 to your other Attributes is situationally a good idea. Go read about Attributes above for the details on why you want each one. These traits are pretty interchangable with your 10 points you are allowed to assign. I put Healthy by itself because I believe it is typically more worth stacking Vitality during creation than the other Attributes.

Aggression / Fist Fighter
Aggression for Daggers, Missiles, and Thrown, and Fist Fighter for Unarmed users provides a solid early game damage boost that will keep these lower damage weapons competitive into the late game. The other Fighter weapon types (Sword, Axe, Mace) tend to have much higher base Attack Power and provide less Dexterity, making Healthy + Agile a more competitive pick for Fighters you want to Evade with. You could pick both of these on an Unarmed character to start the game punching like a heavyweight champ.

Head Hunter
Take this on 1 Minotaur Unarmed Fighter or Throwing Rogue to get a massive Attack Power boost over the course of the game. There are 5 skulls to be found, so +15 total Attack Power total by the end. Pairing this with Fist Fighter will not leave you lacking on defenses on a Minotaur Fighter because the Unarmed skill line provides amazing Evasion boosts and Minotaurs naturally have high Vitality and base Health.

Other Traits
The rest of the traits are not that good compared to the ones I named. You can use them, but they’re rarely the best choice.

Skills are actually a lot easier to figure out than they appear on the surface. Pick a weapon (or element on a Mage) and max it out. Every level up. No exceptions. You will typically end the game at level 14 if you don’t grind, and that means you will have exactly enough skill points to max out 1 category and add 5-6 points to one more. Why do weapon and elemental skills win? Because they are the only skills that provide a constant bonus to your characters even between the bonus break points. Each point in a weapon skill adds +1 Accuracy with that weapon, and every 2 points adds +1 Attack Power for a total of +50 / +25 by the time you reach level 13. Besides that, the break point bonuses on weapons are great, enabling you to do massive damage with special attacks, gain passive powers like ignoring armor, and boost your Attributes.

Unarmed
This skill line is amazing. The Evasion and Attribute bonuses in this offensive skill are greater than you’ll get from most defensive oriented lines! The only thing Unarmed lacks is raw damage per hit, so be sure to pair it with a Minotaur Fighter who is using Head Hunter and the Fist Fighter trait in order to get the most out of it.

Daggers
Surprisingly effective, Dagger Rogues are great in the front line due to their high Dexterity and Energy gains, granting Evasion and allowing for constant use of special attacks. Daggers tend to have Accuracy bonuses, and attack very quickly. Make sure you take Aggression during creation and even in the early game you’ll hit plenty hard with these weapons. There isn’t much more to say about them, they’re just solid all around and can hit VERY hard at 50 points with their barrage of special attacks. You DO NOT need Assassination to use Daggers and I don’t recommend putting points in it since those are points delaying you from getting to 50 in Daggers.

Swords
The Sword line is OK as far as the Attribute bonuses it grants (basically a much weaker version of Unarmed), as are Sword weapons themselves. They are the lowest damage out of the 3 regular Fighter weapons and attempt to make up for this by being the fastest attacking, reaching Dagger speed at 50 skill. Unfortunately there are monsters in the game with enough Protection to make your Sword attacks practically bounce off them prior to getting the best Sword in the game. Pair them with the Aggression trait for better results since they do offer Dexterity boosts for breakpoint bonuses.

Axes
While +25 Health and +4 Strength aren’t anything to write home about, the final +20 Attack Power boost nearly doubles what you gained from investing 50 points in the skill in the first place (remember, 1 per 2 points the whole way to 50). Because of their final bonus, Axes are capable of the highest damage in a single hit the entire game, but since they do not ignore Armor you may find Maces more consistent. I would still rank these above Swords, however, just because of their raw power. The Ancient Axe is the single most powerful weapon in the entire game, beating the best Mace by 1 Attack Power, but it is not a better weapon than the Icefall Hammer because the hammer can Freeze even the toughest enemies on hit.

Maces
A lot of people will tell you Maces are the worst standard Fighter weapon. They are wrong. The accuracy penalty on many Maces is largely ignorable since you’re going to gain +50 from investing in the skill itself, and you are stacking Dexterity on your front line characters anyway, aren’t you? The final Mace hits like a truck, consistently, because with 50 skill Maces ignore enemy Protection entirely, and has a chance of Freezing enemies solid. Frozen enemies are basically stunned, and you get 5

seconds to just bash away at them for free. This is enough time to kill basically anything if you are maximizing your party’s damage by using this guide. The only creature I couldn’t Freeze was the final boss.

Throwing Weapons
Not a bad choice for your back line, but loses to Missiles for a few reasons. Your best Throwing weapon, Throwing Axes, are hard to find many of until the end of the game, and even with them you only have 15 base Attack Power to work with. Compare this to the Crossbow, which you can find in a secret staircase from Floor 3, and has 20 base Attack Power, and gains another 2 with a basic Quarrel equipped with it. The Throwing skill line offers +5 Strength and +15 Health, though, which is more useful than Dexterity on a back row character than the Dexterity and Energy offered by Missile Weapons. It also brings the Attack Power comparison up to 17.5 vs. 22. The good news? Your off hand is free, making a Throwing user the person to put a Torch on if you don’t have a Mage in the group.

Missile Weapons
The main reason Missile Weapons trump Throwing is because of the early Crossbow you can find in the Slime Pit. The Crossbow is the top tier (highest damage) ranged weapon in the entire game. Once you find it, your Missile Weapon user will likely become the hardest hitting member of your party until the others start finding their top tier weapons as well around floor 7. There is a top tier regular Bow as well you can eventually find, but by the time you do it is already floor 11 or so and the game is nearly over. On top of that, it still does less damage than a Crossbow, in exchange for SLIGHTLY faster attack speed. This does not matter at all since both weapons get double shot with Volley, and 50% reduced cooldown times. Use the Crossbow, love the Crossbow. By the end of the game you should have around 24 Crossbow Quarrels to shoot, which is plenty.

Elementals
I’m lumping all 4 elemental choices that Mages get into one category because they are all basically the same. Each starts with a basic attack spell that targets all enemies in the tile in front of you (not as useful as you’d think from the early encounters vs. the groups of 4 Skeletons), then gains the ability to enchant Broadhead Arrows and Quarrels for your Missile Weapon user, then gains a party wide Shield spell that adds +25 Resist to the element you picked, then gains a higher power ranged attack spell. Air magic bucks this trend by also offering Invisibility on top of the other spells, which I guess could be useful in some parties. Getting 5 points in Concentration enables the Light and Darkness spells, which provide their namesake and aren’t necessary unless you don’t want to carry a Torch. The Darkness spell is basically useless. Earth is probably the worst element since Skeletons are immune to Poison damage and you fight a lot of them in this game. Ice is great all game long because it can Freeze enemies, trivializing some of the bigger threats in the game by stunning them for 5 seconds at a time. Air is good because nothing resists it, and it does good damage. Fire is OK in general and does the most damage per cast typically, but a very common mid to late game monster (Uggardian) is immune to it, so be prepared for that when it comes up. Each element boosts 1 Attribute as well. Earth = Vitality, Ice = Willpower, Air = Dexterity, and Fire = Strength. On a Mage, Strength is only good for extra carrying capacity, and Dexterity is not a great stat in general for them either. For me, the clear winner is Ice.

Classes are pretty straightforward in Grimrock. Fighters go in the front, Mages go in the back, and Rogues go wherever you want.

Fighter
Being the only class allowed to train the Maces, Swords, or Axes skills line means you can put 2 in front and they’ll both get access to a good weapon. You will not get enough skill points to get a weapon to 50 and learn to wear Heavy Armor, though, if you end the game at level 14 like I did. If you are making a party that you intend to import into a custom map that allows you to level past 14 easily (like say LoG Master Quest), then you can plan to train them in Heavy Armor Proficiency after starting the custom dungeon. Be warned, if you are going for the Valor set of heavy armor, it is is HEAVY. You will not be able to wear it and still move quickly with only 10 Strength, or even the 12 you get from holding the Shield of Valor (it doesn’t even fully cover its own 6.5kg weight). Because of this, if you are planning on some day wearing Heavy Armor you should consider either going Axes and taking the Athletic trait, or being a Minotaur and adding 1 to Strength when you start out (putting them at 16 even). You can go Unarmed on a Fighter and be fine, but I prefer letting a Rogue do it (see next entry).

Rogue
The only class you actually need in the base game. Rogues in the back row can specialize in Missile Weapons and Throwing so that you have solid ranged damage to fall back on and still have a Torch slot available on the Thrower. Rogues in the front row can choose to specialize in Unarmed and Daggers to prevent overlap and get 2 really great skill trees. An all Rogue party is a wonderful thing, but if you then import it into Master Quest you’ll have 2 front liners fighting over the same best in slot Light Armors. Make your Unarmed person a Rogue instead of a Fighter, if only because the Pit Fighter Gauntlet weapons do not overlap with any of the Chiten or Lurker armor set items. Like with the Fighter, don’t expect to even wear Light armor in your main game play through since Rogues need even more skill points to wear Light armor than Fighters need to wear Heavy, and it still incurs an Evasion penalty. The Lurker set is your friend in base Grimrock, it is just a shame there is only 1.

If you read everything leading up to this section you should have a good idea at this point of how to make a good party, but I’ll go ahead and outline some suggested set ups for easy reference. I describe the position, race, class, trait choices, and primary skill (where you should dump your Skill Points every level until it reaches 50) in the tables, then talk about each character in a little more detail below that.

The regular default party is not optimized at all, but you can recreate it to be a bit better while planning on importing it into custom maps like Master Quest, at which point they can actually learn the Armor Proficiency skills:

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