kofeur
Liturgist
- Joined
- Jan 12, 2011
- Messages
- 134
I remember at the time this game had got really bad reviews, but I found it quite interesting to play. They had a detailed injury system in which you could suffer major injuries and get limbs useless, and you could also target which part of the body to attack.
The rule system was quite interesting, you had classes but everybody could learn everything. The only difference is that each class had different experience points depending on skills. So an archer would require 4 points to raise bow skill but say 8 points for sword. A warrior had the cheapest cost for axes, etc...
And the absolute limit to skills was defined by the attribute the skill was dependant on. So the stronger your warrior was the better with the axe he could become. When you rolled a character you would get current stats and potential one. And you could train all your attribute to the max which was the potential one. Raising attribute was extremely expensive of course.
It's one of the rare game that had an interesting unarmed combat system. When unarmed you did very low damage but you had high chance of stunning opponent (I'd say too high). So the monk was the perfect boss killer because he could keep him stunned while other characters tried to finish him, but was not very useful against grunts: having no armor and requiring quite a few hits to kill one he was much less efficient that the warrior or the knight.
So why all of this? I never finished the game, got blocked and lost interest at the time. Thought I should take it up again and wanted to see if I could find another person who played it
The rule system was quite interesting, you had classes but everybody could learn everything. The only difference is that each class had different experience points depending on skills. So an archer would require 4 points to raise bow skill but say 8 points for sword. A warrior had the cheapest cost for axes, etc...
And the absolute limit to skills was defined by the attribute the skill was dependant on. So the stronger your warrior was the better with the axe he could become. When you rolled a character you would get current stats and potential one. And you could train all your attribute to the max which was the potential one. Raising attribute was extremely expensive of course.
It's one of the rare game that had an interesting unarmed combat system. When unarmed you did very low damage but you had high chance of stunning opponent (I'd say too high). So the monk was the perfect boss killer because he could keep him stunned while other characters tried to finish him, but was not very useful against grunts: having no armor and requiring quite a few hits to kill one he was much less efficient that the warrior or the knight.
So why all of this? I never finished the game, got blocked and lost interest at the time. Thought I should take it up again and wanted to see if I could find another person who played it