![]() The only thing that differentiates one spell from another seems to be the color of the glowing ball. For the most part these tend to be glowing balls that fly from the caster's hand towards the target. I was also disappointed with the visual manifestations of the spells. While this is a practical asset in a battle-after all, you can cast the same spells twice a turn now-it tends to detract from the depth of the game. Unfortunately by the time they reach higher levels, most of their spells are same and the characters therefore seem pretty much interchangeable. Since the two mages are hopeless as fighters, you'll need to rely on their magic constantly. He's needed too much as a fighter (in all fairness, this is a position he fills better than you could hope). For reasons already stated, you're rarely going to see those priest spells. ![]() Mages can use four of the paths and priests can use two. The spells are arranged in six different paths (fire, storm, mind, etc.). The richness of the fighting system makes the shallowness of the magic system more irritating. This order is very useful if your mages need a few rounds to cast a particularly powerful spell. He or she will then try to interpose themselves between any enemies attacking the guarded character. You may also designate a character to "guard" another character. Each style has certain bonuses or penalties. Characters may choose their own fighting style from turn to turn-from aggressive to conservative. The higher angle views, while making it easier to move around and spot enemies, tend to distance you from the game.Īnother intriguing facet of the game's combat system is the concept of "fate." Each turn a random fate situation is generated either in favor of the "heroes" or the "villains." These indicators range from attack or defense bonuses to extra attacks to a slight recovery of lost hit points. When you're standing right beside the characters, you really feel like you're in the game. The low-level perspectives really involve you in the action. The multiple camera angles are a nice touch. These factors all work behind the scenes and lend a strong sense of realism to the battles without adding the headache caused by too many rules. The game takes care of critical hits, flank attacks and blocking without any input from the player. Luckily for us, much of this complexity is hidden in the programming. The turn based combat system in RTK is simple yet it possesses a surprising amount of complexity and depth. As the characters rise in level, you will find yourself reinforcing this emphasis on combat. It seems to me that their other talents fall by the wayside. Since the two mages are hopeless in pressing the flesh, the thief and priest must take on the role of warriors. The character roles are a little out of balance in this game. The final member of your party is another mage. A knight fills the role of heavy muscle a priest later replaces him. Together they make a formidable pair and form the nucleus around which you will build the rest of the party. He soon meets Jazhara, the new court mage. As the game progresses, his fighting skills are much more important. His thieving skills are really only useful in the earlier parts of the game. First, you begin with James an ex-thief turned palace flunky. You don't get the opportunity to create any of them from scratch but you will get a chance to develop their individual skills and strengths as the game progresses. There are only five player characters in RTK. What do the vampires have to do with the pirates or the sick cows? If you can figure it out before the characters do, you're a genius. Along the way there are numerous, mostly plausible, plot twists. That's really the whole story but getting from A to B isn't going to be that simple. ![]() The ship was sunk and now the Tear lies at the bottom of the sea. The trouble is that the Tear was on a ship that was attacked by pirates. The big villain, named Bear (or "that big bastard" as he is often referred to), is after the relic for his own evil purposes. The Tear of the Gods, a divine relic of tremendous power, is what you're after.
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