![]() One problem I kept having, however, was figuring out just what I’m supposed to do, combine this with a poor interface for the quest log and I felt like I had a lot of downtime. The manner in which these are presented are mostly light hearted - like taking someone’s severed head to a necromancer - so it’s safe to call them interesting. While there’s nothing terribly exciting here other than your normal “kill this guy”, “fetch that item” type of thing - there is a lot to do. There’s a fair amount of trial and error.Īs with any good Action/RPG, the meat of the game is the quests themselves. While there seems to be infinite combinations, combining objects that have multiple effects doesn’t automatically create a potion that takes on all of those properties. Putting these items together in a cauldron creates a new potion (and recipe) for you to use. You’ll want to combine these things with the plants found within the world to give you bonuses like +20% to strength, or heal 500 HP. Just about every enemy has some sort of raw element yanked from its smouldering corpse - whether it’s a baboon tongue, wolf claw, etc., it can somehow be used to create a potion. If all this wasn’t enough customization there’s an addictive alchemy system as well. Each spell goes into an amulet, and at any time you can have up to three amulets active. There’s a whole range of modifiers and base types here to play with to create spells to your heart’s content - modifiers based on properties like fire, earth, water, air, life and death. But now you stack in a ricochet card and that fireball suddenly bounces between enemies. For instance, you may have a fire card and combine it with a projectile card. ![]() The spell system is based on cards that carry attributes. If your character happens to be magic focused, there’s another piece of the crafting system that deals solely in spells.
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