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KickStarter SKALD: Against the Black Priory - retro RPG inspired by Ultima

baba is you

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No. I'm not a freaking chatbot.
In my experience, if you recruit lben and learn the feat that allows you to attack twice, the bow is quite strong.
I progressed to level 10 as a Battle Mage, but it's actually better to be a Mage in the later stages. Even excluding aoe spells, there are useful buff and debuff spells.
 

Tao

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It's being a while since i had so much fun with a game. Genuily excited fun you know? like opening a new gift.

Amazing job SkaldRPG
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.pcgamer.com/games/rpg/a...t-week-and-plan-to-play-it-the-entire-flight/

A new throwback RPG is so good, it's won praise from Larian boss Swen Vincke: 'I’m flying to LA next week and plan to play it the entire flight'​

Skald: Against the Black Priory is really winning us over.

Retro-style RPG Skald: Against the Black Priory is a game that's almost snuck up on us with how good it is. Its VGA-style color palette and pixel art graphics harken back to an earlier age of CRPG history—one even earlier than the late '90s Fallout/Baldur's Gate heyday that continues to define the genre—and it pays homage to the oft-forgotten Ultima series. Skald is a niche product to be sure, but it's also found an advocate in one of the most prominent figures in gaming: Larian CEO Swen Vincke.

"This is one I’ve been waiting for," Vincke wrote on Twitter while sharing a trailer for Skald. "I have nothing but respect for the ambitions here and I love how it looks."

Expanding on his interest via email, Vincke said that while he hasn't had the time to dive deep into Skald yet, "The little I’ve seen already fills me with a deep respect for what Anders and his team have accomplished.

"It feels right from the get go—which for an RPG like this is quite the accomplishment. I’m flying to LA next week and plan to play it the entire flight. My play time is limited so that’s probably the biggest compliment I can give."

Skald has been on my radar for a minute, but Vincke's endorsement, as well as PCG senior editor Robin Valentine's impressions piece on the game have shot it near the top of my "to-play" list. Robin had a lot of praise for Skald's surreal blending of Lovecraftian horror with more classico fantasy RPG fare, while its RPG systems and tactical combat look a whole lot more welcoming than the '80s RPGs it was inspired by.

This isn't the first time Larian has paid it forward with attention or support for a smaller studio's project: back in April, Blasphemous level designer Enrique Colinet revealed that Larian backed the game at its maximum $1,000 level on Kickstarter without asking for anything in return.
 
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I loaded this up last night. I spent a lot of time figuring out the changes from the demo. I am irritated that there is no manual. I realized that's the thing about older games really lacking today and why free respec has become a common feature. Also, a "back" button would be very valuable in character creation. I have no idea why that isn't a feature.

I went with Guild-Magos, despite being unimpressed with mages in the demo. Hierophants had better CC, and appear like they still might. The expansion of the mage spell list, particularly the Air line is a good improvement. Earth spells are pricey and Fire spells aren't anything new. Attunement (mana) is a kneecap and more prohibitive than in the demo. That said, battles where my magos has mana are night:day to when he doesn't.
 

bandersnatch

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Tried it a bit more an looks fun, but I think I’m gonna hold out to see if a patch comes up to fix the abysmal UI. At the very least a combat log on screen at all times.

Plenty of typos too, this is quite unpolished for something that took as long as it did.

I will say, a ballsy approach coming up with that sea-jew-deluxe version by commenting out a few lines of code and asking for an additional $10 to enable them. :hahano: what's next, paying $1 to enable each function key?
Indeed, should have worn his balls and priced it outright what he believed it to be correct, like the Legends of Amberland dev does. He knows he’s catering to a niche that’s willing to pay for quality, so he doesn’t lowball himself to then throw a switcheroo at the customers.

Good idea to hold off for a few patches. Someone mentioned his discord was currently full of players submitting typos instead of just playing the game. Why they didn't just this in proper EA like the Wizardry remake is beyond me. At least players would knows what they getting into. I hope this lazy release day shit is just an isolated case of an indie RPGs and not a new trend. Indies already have enough poor reps to overcome.

My guess on the pricing is that the publisher didn't think the game was going to sell that great. I saw the publisher talking on twitter before the launch about how they think this game will have a "long tail". You know what that's code for right? Not enough wishlists.

Wouldn't be suprised if the dev tries some post- launch fundraising of ko-fi so you guys can help him pay back the publisher. :hahano: The publisher always gets their cut fellas, even if it means having you to buy 3 copies of the game, add loot boxes, or release the super-sea-jew-deluxe version that incudes an editor, portrait pack, or some other DLC. Publishers are like laywers or the mob, they always get paid, regardless if you do or not.

Even still, this didn't pass my old school sniff test from the get-go, so I never even reached quarter-cock on this one. How old is the dev, like 38-39yo? That means he was 10yo in 1995 when Ultima VIII came out and still sucking tit in 1985 when we were getting our balls singed by Lord British in the fires of abyss in Ultima IV. :hahano: You need to be at least closer to Sawyer's age, or even better Blakemore's before my cock goes incline over an RPG nowadays. That along with his previous woke political games make me limp. At my age it's gonna take some serious fluffing from you guys to change my mind. :dance:
 
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Fargus

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Seems like a solid game after all. And the price is good so i bought this shit. First i was going to buy a game where you're stranded on an island and run around raping anime girls. But i think this was the right choice.
 

Jrpgfan

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Mages are weak AF as others have stated, apparently magic was the last thing added and it shows.
Interesting. I found the mages to get pretty powerful later on, especially when you get AOE stuff. What I found the weakest, was the bow. Any kind of armor seems to neglect any kind of damage inflicted. It got so bad, I retooled my rogue into a melee/backstabber instead. However, I kept using bows throughout, since space for melee isn't always available.
I still haven't reached howyn(just finished the camp quests) but so far that lady with the bow is by far the strongest character in my party. I invested in stealth(got the passive that makes her hide when combat starts and the skill that can make her do it mid combat) and the backstabber passives and she deals massive damage with the bow.
 

Mortmal

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Bought this game yesterday & I've been having a blast playing through it!

Having gotten a feel for the skills/attributes - Thinking of starting over as either a Champion (Warrior-Cleric) or Battlemagos (Warrior-Mage), however Guildmagos (Pure Mage; no melee) and Hierophant (Pure Cleric; no melee) are looking good too!

Does anybody now what Embla's class is?

Companions Classes:
Roland - Armsmaster (Weapon Master Warrior)
Kat - Thief (Rogue)
Driina - Hospitaller (Warrior-Cleric; focus on Body Magic and exclusive weapon focus on Shields & Clubs)
Iben - Ranger (Warrior class; gets unique Nature-magic and weapon specialization - haven't tried this out yet)
Iago - Officer (Warrior-Bard; feels like this might be closest to the "Skald" class that didn't make the cut during development?)
Embla - (From her sprite & portrait, either pure mage, pure cleric or unique class?)
I wouldn't recommend the Guild Magos or the Battlemagos either. The first one has good debuffs like Blindness and Steal Breath to mute, and I noticed Blindness allowed companions some easy backstabs. However, the mana pool is too small, and you'll only be able to cast a few of those spells. Maybe in the end, against some enemies, it will turn the battle to your advantage, but early on, it's simply not worth it.

The Battlemagos, on paper, could be a decent self-buffed warrior, with abilities like Blink to help you. It's very classic and pretty much what you'd expect from an elf warrior multiclassed with a wizard in AD&D 1e. However, is it worth it? Next to those magos, you have Roland with his two-handed specialization, who wrecks everything, and Katya, who backstabs everything. I don't think it's worth picking magic so far. The Cleric is also more useful, as it stands on its own as a frontline with a shield and the ability to cast cure spells.
 

Nikanuur

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I know that it isn't the developer's intent, everybody likes the game as is anyway, and all, but just bear with me for a little moment. Theoretically, what would it take to repaint all in a graphics "5-10 years more modern"?
Something between, say, Ambermoon and Albion?
Would it mean a total redo of pictures, or would some well-known graphical voodoo in an advanced Illustrator-like program do?
Would AI be capable of doing that all by itself today?
 

Taka-Haradin puolipeikko

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I know that it isn't the developer's intent, everybody likes the game as is anyway, and all, but just bear with me for a little moment. Theoretically, what would it take to repaint all in a graphics "5-10 years more modern"?
Something between, say, Ambermoon and Albion?
Would it mean a total redo of pictures, or would some well-known graphical voodoo in an advanced Illustrator-like program do?
Would AI be capable of doing that all by itself today?
You do know that there are people (me for example) who complained game trying to go too modern compared to initial screenshots/videos?
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.rockpapershotgun.com/skald-against-the-black-priory-review

Skald: Against The Black Priory review: the best of 80s RPG design without the baggage​

Landing in hot water

I regret not covering Skald Colon Against The Black Priory when its developer told us about it 2019. I'd get to be so smug now.

Skald is terrific. I've tried to come up with a clever angle on its journey, but they all wind up saying the same thing: For all its retro stylings (right down to party portraits taking up an unnecessary quarter of the screen at all times), it's an accessible, charming treat, and the best modernisation of 80s RPGs that I've ever played.

While Ultima seems its clearest influence, Skald mostly eschews its philosophical high camp, and gives us a shipwrecking on an archipelago beset by madness-inducing horror. It's an excellent vibe; obvious enough that you know what you're getting into, but slow-burn enough to make the reveals rewarding, and lends the setting and tone a little more depth than the usual "Dark Lord is evil shock".

A party engages in combat in Skald: Against The Black Priory.The overworld map in Skald: Against The Black Priory.Image credit: Rock Paper Shotgun/Raw FuryA wizard raises a barrier to protect themselves against a monstrosity in Skald: Against The Black Priory.Image credit: Rock Paper Shotgun/Raw Fury

It is, of course, the Lovecraftian thing (as in, "driven mad by mind-altering knowledge and alien horrors beyond human comprehension", rather than, say, "there's an Italian"), manifesting as corrupted wildlife, sinister fish cults, crowds erupting in orgiastic violence, and all manner of scenes where things are clearly, clearly not right here but let's see how this plays out. Skald drops you right into a familiar but well realised world without beating you over the head with (ugh) “lore” or culture you can loosely infer by context.


Beyond a plot-relevant childhood, you've a lot of options in character creation, levelling up the various preset party members you'll meet, and/or hiring custom characters to round out your toolset. You can tell newcomers to shove off, and stash anyone at camp while reshuffling the party. It adds a lot of replay value, even if the overall plot can mostly only go one way.

A straightforward d20 system dictates combat, with rolls to hit vs dodge, damage rolls vs "soak", and a big emphasis on positioning thanks to flanking bonuses, limited combat space, and a lack of ability to pass through friendlies. A D&D-ish action economy makes extra attack feats very powerful, but so too are roguey passive skills like free disengage (freely stepping out of melee range, which otherwise ends a turn) and swapping places. Unfortunately I found magic a tad lacklustre, with my healer never touching eight out of ten of her spells, and my fancy fire mage mostly relegated to Lore Nerd duty. My rangers got a spammable "mark target" skill that buffed the whole party, plus cheap healing that rendered the cleric/paladin even more benchable. But the combat MVP was "guy with massive hammer who hates nails". His entire move set was “hit it” and “hit it again” and he never failed me.

But! I had a tonne of fun with all of them. Levelling gives you points to unlock class-based feats that are arranged in multiple separate chains. Some are open to several classes, giving a lot of room to differentiate characters, and choose your own level of specialisation vs flexibility. There's no default, mandatory class lineup either, so there's a lot of replay value, helped by a heap of magic items for those with sharp eyes, high Diplomacy, or a willingness to liberate them from their shoply oppressors (at the cost of increased "suspicion", raising future prices). Look, if you stock a Hat Of Thievery what do you think is going to happen?

A character says, I could do with some rum, in Skald: Against The Black Priory.Image credit: Rock Paper Shotgun/Raw Fury
I could probably talk about Skald's systems for a second whole review, especially the meal prep. You can cook food by combining ingredients for specific meals to heal everyone when you camp out, which also asks you to set everyone to a simple task a bit like in Darklands (whose two-bar HP system Skald also borrows, and improves). Food is so plentiful it was soon irrelevant beyond half my carrying capacity comprising omelettes and soup, and craftable potions became similarly abundant, but both, plus most random encounters, can be disabled through a customisable difficulty system. At medium difficulty friends and enemies get one automatic reroll for everything, preventing that tedious "retro" thing of watching everyone fail to hit each other for half a battle. Odds can be tipped either way, and I can see room for all manner of self-imposed challenges.

You can take all this description as enthusiastic. Please do, while I frown through a list of bugs and annoyances: Information screens sometimes drop to about three frames per second (as did one battle). Nuisances like being unable to split or sell partial stacks are part of why I hoarded so much food (and having two identical magic items is worthless as they don't stack and won't separate), characters occasionally become uselessly stuck targeting one enemy but refuse to attack them. There's a tendency for clicks to sometimes just not register, and no order confirmation system so misclicks can be punishing (and it's sometimes unclear where a spell is targeted). You can't leave the levelling screen to check a character's stats, and I had to bin an entire mage because a bug skipped past his spell selection menu. Fixable, sure, especially the handful of trivial oversights that are symptomatic of a tiny development team, and perhaps even by release. But still a pest.

Choosing ranger feats in Skald: Against The Black Priory.Image credit: Rock Paper Shotgun/Raw Fury

These are all the kinds of annoyances that can characterise a game, or turn it into a "with caveats" recommendation, but in Skald's case they're utterly overwhelmed by its charm, from the bobbing when you walk to the excellently crunchy combat sounds, the minimal animation contrasted with the gorgeously coloured scene illustrations. There are quests that definitely seem like a bad idea, and items that don't appear mechanically cursed (in a Planescape-style, unremovable way), but nonetheless seem like I will regret handling them. Overhear me browsing aloud: "Helmet of Awareness? Ooh. Profane Necklace of Awar... wait, what.". There's even a guy you can sell quest items to, and mundane tools like shovels and picks or a jester’s hat that you can actively use/wear, but don't do anything... except they definitely do, somewhere. It's not the biggest of RPGs but it teems with the possibility of secrets and consequences.

That they might be bigger in my imagination speaks to Skald's greatest success: I'm super into it. It's crunchy but friendly, playfully secretive, and familiar in many ways but nonetheless refreshing. I lost half a day to "fact checking and screenshots" for sheer desire to keep playing, and a few minor issues aside, my only real problem is that there's only one of it.

This review is based on a review build of the game provided by the developer.
 

Mortmal

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The game is enjoyable, but the low resolution graphics hold it back for me. While playing on a 4K monitor to avoids a pixelated mess, the trade-off is a less than ideal experience.


oPVMCUT.png
 

Nikanuur

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I know that it isn't the developer's intent, everybody likes the game as is anyway, and all, but just bear with me for a little moment. Theoretically, what would it take to repaint all in a graphics "5-10 years more modern"?
Something between, say, Ambermoon and Albion?
Would it mean a total redo of pictures, or would some well-known graphical voodoo in an advanced Illustrator-like program do?
Would AI be capable of doing that all by itself today?
You do know that there are people (me for example) who complained game trying to go too modern compared to initial screenshots/videos?
By all means. I am glad that you like it. The game deserves much praise. I'd even go as far as relating to other people's specific nostalgia, which I don't happen to have. After all, I was an Atari guy. I love River Raid or Bruce Lee even today, and I still play them in between the state-of-the-art 3D FPS sessions. Albeit very simple games when compared with SKALD, they share the same feature; their type of graphics, that was dated even when PC gaming was in its cradle, did not age very well. In case of SKALD, moreover, it's pretty much controversial to pair a pre-PC graphics with such monocled and elaborate PC RPG elements which even many modern games often lack :D

Now you know in full what I think. Still, you don't see me dissing the game for the former, but rather respecting it for the latter? I'd be glad if someone would be so kind as to show a similar amount of rationalle, by answering my theoretical inquiry, that's all.

PS: I've seen the initial screenshots too, and I must say that I agree with you.
 
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733
Damn this game is gold! Officer is a machine already on lvl 6. I gave him Roland's zweihander. Now I understand that the Officer class isn't able to learn heavy weapons (the only gripe I have with it), but he still brutally smashes everything to bits with the thing. Does the path "sword initiate" also improve the use of two-handed swords or only one-handed?
 

Grampy_Bone

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Sword tree does also benefit 2handers, that's the only advantage of the Armsmaster, they can double dip on weapon feats.

Honestly this games combat is pretty mindless. The biggest factor is trying to figure out if the muddled terrain graphics are passable or not. The free move after a kill bugs me because it often costs you an attack.

On my second start I noticed loot is random, you always get a magic item in certain chests but it can be anything. This time I have found decidedly worse loot.

Playing with the hospitaller chick I realize her skill tree has almost no accuracy boosts, and she never hits anything. Really leaning towards the idea that hybrids are shit in this game. No ability to stack boosts mean you're always on the wrong side of RNG.
 

Mortmal

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Sword tree does also benefit 2handers, that's the only advantage of the Armsmaster, they can double dip on weapon feats.

Honestly this games combat is pretty mindless. The biggest factor is trying to figure out if the muddled terrain graphics are passable or not. The free move after a kill bugs me because it often costs you an attack.

On my second start I noticed loot is random, you always get a magic item in certain chests but it can be anything. This time I have found decidedly worse loot.

Playing with the hospitaller chick I realize her skill tree has almost no accuracy boosts, and she never hits anything. Really leaning towards the idea that hybrids are shit in this game. No ability to stack boosts mean you're always on the wrong side of RNG.
I am sorry, but you are getting too jaded. The combat is far from mindless and is more complex than any 80s or 90s games. There are plenty of details you haven't noticed. Playing at higher difficulties, it's better to sneak up on enemies like in a classic OSR RPG. Then you can place debuffs with the mage, backstab sleeping or impaired enemies, use flanking, and disengage. Those enemies have morale checks and can start fleeing, which is something I hardly ever see in any CRPGs. Different damage types and armor soaking different damage make it one of the most evolved classic RPGs I've seen. By the way, magic clearly gets more useful now. My mage saved the day in the lizard breeding ground with its AoE control spells.
 

Tyranicon

A Memory of Eternity
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The free move after a kill bugs me because it often costs you an attack.
There's a lot of minor annoyances but this one is the weirdest. Why the fuck would I want to step into the square where I just killed an enemy?

Also for the love of god, put in diagonal attacks.
 

pakoito

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Sword tree does also benefit 2handers, that's the only advantage of the Armsmaster, they can double dip on weapon feats.

Honestly this games combat is pretty mindless. The biggest factor is trying to figure out if the muddled terrain graphics are passable or not. The free move after a kill bugs me because it often costs you an attack.

On my second start I noticed loot is random, you always get a magic item in certain chests but it can be anything. This time I have found decidedly worse loot.

Playing with the hospitaller chick I realize her skill tree has almost no accuracy boosts, and she never hits anything. Really leaning towards the idea that hybrids are shit in this game. No ability to stack boosts mean you're always on the wrong side of RNG.
I am sorry, but you are getting too jaded. The combat is far from mindless and is more complex than any 80s or 90s games. There are plenty of details you haven't noticed. Playing at higher difficulties, it's better to sneak up on enemies like in a classic OSR RPG. Then you can place debuffs with the mage, backstab sleeping or impaired enemies, use flanking, and disengage. Those enemies have morale checks and can start fleeing, which is something I hardly ever see in any CRPGs. Different damage types and armor soaking different damage make it one of the most evolved classic RPGs I've seen. By the way, magic clearly gets more useful now. My mage saved the day in the lizard breeding ground with its AoE control spells.
So is that better than a clear-cut tactics game like Kingsvein?
 

Mortmal

Arcane
Joined
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Messages
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Sword tree does also benefit 2handers, that's the only advantage of the Armsmaster, they can double dip on weapon feats.

Honestly this games combat is pretty mindless. The biggest factor is trying to figure out if the muddled terrain graphics are passable or not. The free move after a kill bugs me because it often costs you an attack.

On my second start I noticed loot is random, you always get a magic item in certain chests but it can be anything. This time I have found decidedly worse loot.

Playing with the hospitaller chick I realize her skill tree has almost no accuracy boosts, and she never hits anything. Really leaning towards the idea that hybrids are shit in this game. No ability to stack boosts mean you're always on the wrong side of RNG.
I am sorry, but you are getting too jaded. The combat is far from mindless and is more complex than any 80s or 90s games. There are plenty of details you haven't noticed. Playing at higher difficulties, it's better to sneak up on enemies like in a classic OSR RPG. Then you can place debuffs with the mage, backstab sleeping or impaired enemies, use flanking, and disengage. Those enemies have morale checks and can start fleeing, which is something I hardly ever see in any CRPGs. Different damage types and armor soaking different damage make it one of the most evolved classic RPGs I've seen. By the way, magic clearly gets more useful now. My mage saved the day in the lizard breeding ground with its AoE control spells.
So is that better than a clear-cut tactics game like Kingsvein?
I haven't tried Kingsvein; the palette is too vomit-inducing. However, Skald is better than previous iterations of Kingsvein, in my opinion.
 

Grampy_Bone

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The combat is far from mindless and is more complex than any 80s or 90s games
I'm actually comparing it to Rad Codex games. Kingsvein blows this away. Also Caves of Lore had more useful abilities and spells for all party members, though it's much easier.

Kingsvein's top down graphics are less appealing than the style of this game but they are more readable and easier to parse, esp. in battle. Skald often looks stylish but needing to constantly hit the 'highlight items' button is a sign of art design overtaking playability. Ultima never needed that shit.

*edit* also, really? Play any gold box game. Shit, play Wizards Crown.

So is that better than a clear-cut tactics game like Kingsvein?

It's not. Kingsvein has actual challenging battles but doesn't focus too much on resource accumulation. Much more build freedom. Skald is more about managing health and mana over the long haul, though because there's no random encounters in dungeons you can always walk back to a bed to rest. Skald also gives you a free heal every level up, I'm level 8 in my game and I've been milking this to almost never rest at all.

What Skald has is 'muh grimdark' and story. It's fine, nothing amazing, but some people weight those factors higher (*cough* game journos *cough* *cough*)
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Skald must have started out with combat like this:

fightingincorridor.png
39934ed45b9668320a0d4f05ded7513d86281349b802eb25a2d442a926525dfa_product_card_v2_mobile_slider_639.jpg


And then added more stuff as the game's scope grew. But still not playing in the same league as a tactical RPG like Kingsvein.
 

Darkwind

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Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is.
Playing at higher difficulties, it's better to sneak up on enemies like in a classic OSR RPG. Then you can place debuffs with the mage, backstab sleeping or impaired enemies, use flanking, and disengage. Those enemies have morale checks and can start fleeing, which is something I hardly ever see in any CRPGs.

Is this actually a thing? Because while I can "sneak" really well every time I initiate combat it just starts with the normal "place your combatants" grid system. There appears to be absolutely no way to launch a sneak attack though. Are you implying that you get a "surprise" round if you initiate combat while sneaking? Because I have not seen any evidence of this. Does it require a special feat?
 

Abu Antar

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Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
SKALD had combat where you would be taken to another combat screen when you touched an enemy in the overworld. At least in the first demo that I played.
 

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