![]() ![]() ![]() Such upgrades are costly however and are best reserved for people over level 3. If you want to increase a character's power you have to use the blacksmith to upgrade their weapons. So far the amount of resolve points for each mission hasn't increased but I've mostly stuck with short missions because even the medium ones can turn gruelling fast. All characters start out as level zero and must complete one mission to gain 2 resolve points to attain lvl one. Experience levels are analogues for the amount of stress each character can take rather than how much damage or constitution they have. Sooo I have no clue about endgame but character progression sort of goes like this. ![]() I've put 8 hours into it and I barely even noticed. It's been a really fun timesink the past few days. I'm so glad I backed this when I still had spending money. Combat abilities depend on where you are in your group, as well as where the enemy is, so in the example below the skill can only be used if you're in the first 3 rows, and can only target monsters in the first 3 rows. There seem to be 10 different classes so far, with combat abilities and campfire abilities. Darker dungeons are harder and more stressful, but yield bigger rewards There are several ways to manage how light or dark the dungeons are. Various character traits mean that they might get extra relief from some types, or they cannot use others Characters can relieve stress by taking a week off adventuring and going to the church to pray / meditate/ flagelate, or to a bar to drink/gamble/sexy time. Characters can get stressed in battle or just by being creeped out. if stress is too high, characters usually gain an affliction (but can get a positive trait if they ![]() Stress is at least as important as health. You can attract new heroes each game week, a good thing since death is permanent You play as a guy who is trying to reclaim his estate from evil forces you use various types of heirlooms found during adventures to upgrade bits of the estate ![]()
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