![]() ![]() It does not improve that I know - well maybe there are some alchemical potions that temporarily improve it. Speed affects both how far the characters can move and their initiative in combat. Though I'm not sure what exactly makes their exp tick up. Despite these values not having a sword to select - they actually improve with time as well. This works the same way for enemies - making the strategy of weakening them to the point of ineffectiveness and switching to other enemies a valid one. So a fighter with 55 health and 0 Stamina will still perform at peak capacity, but one with 27 health will only have half of his skills and abilities. Once that's gone - Health damage starts de-buffing the character stats. ![]() Health and Stamina work together as character's total health - the reason they're two different values is because when character takes damage - it first gets taken out of his Stamina pool. And as the skills got higher the exp requirements for getting the next skillpoint got higher. Under the table the game actually did have levels - with separate levels for each skill point. In that screenshot I did that for Defense and Accuracy: Melee. The swords can be selected to make the character focus on those skills in particular. Avoiding the terrible leveling systems pursued by most RPGs - this game used a simple system - the more you use a skill - the better it gets. Lets jump to the meat and butter of any RPG - the character's abilities and skills. On the second row we have the map button, then a button for bookmarks which is currently empty - I don't remember what I had to do to make it show up. Be aware that resting in the wilderness only heals up to like 80% of max health, providing value to resting at Inns. Also game doesn't throw healing potions at you and there's no out of combat healing spells - so often healing will be done by resting. Night is pretty dark and full of terrors so its often best to rest then. 3rd is the camp button - the game has time and night/day cycle. The second button is for magic - it lets us cast any non combat spells that the present mage knows. The first gets enabled when we are over a road - it's the road lock button (basically while we are road locked we can press forward and the party will move forward with the road). Left clicking on them opens their inventory and right clicking opens their characteristics. For now we have Locklear, Owyn and Gorath. The game plays a little bit like a book - so the characters actually switch in future chapters as the points of view change. Under that we see the icons for the 3 characters in this chapter. Aside from the main window - there's a compass right below. Perhaps its my rose-colored glasses, but somehow the creators of this particular game managed to make early 3d withstand the sands of time. Which while looking ugly by today's standards - still somehow holds charm. In the central area we can see the beautiful scenery. First look at inventory and first few steps.Īnd we are finally shown the main interface.In this let's play - we'll go through the game and I'll explain it's systems as we go along.Īn unofficial game inspired by this masterpiece is in development: Feist's world of Midkemea and featuring some of the characters from existing books. This game was Betrayal at Krondor - a game set in Raymond E. Feist) as well as Neal Hallford- the game also boasted a fairly open world and a host of innovative role playing mechanics. Written by actual successful Author (Raymond E. While many such experiments did not amount to much - one was a masterpiece. In short - it was a world with space for something more than cookie cutter trash from the likes of EA, and buggy messes from Eastern European studios. A world were creative types tried their hand at a new industry - and the financial outcomes of such ventures were not yet clear. It was a new world - full of wonder and possibilities. Once upon a time - there was innovation in Role Playing Games. ![]()
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