There are alchemist ingredients that you can get, such as cheese, alcohol, unicorn horns, etc. ![]() Better/closer beds optimize time spent studying.ĥ: You do not need to manage food stocks, hungry students eat at refractory. It's basically just another stat to optimize so that students stay in school and spend more time studying.Ĥ: Same as boredom sleep goes down, student looks for method of recovery, like bed. If they can't, they leave the campus and come back, but waste a lot of time doing so. I believe house traits/student traits stack, so having two "Chosen of the Light" means +80% learniing speed for light magic.ģ: I think boredom is like sanity when either gets too low, the student tries to recover it in the appropriate room. You can then select what schools of magic they focus on studying. When you make a house, you choose two traits, these traits are applied to the students you put in the house. It seems that dungeons are pretty rare events (1-3 per school) so I wait until I have some decent mages before going in.Ģ: The houses are groups that grant extra bonuses for the students in them, it's like being put in House Gryffindor or House Hufflepuff. The shield/armor from light magic feels crazy strong and life leech from necromancy is pretty nifty for tanks since it helps them lifesteal while dealing good damage. Some form of healing/damage mitigation seems to be pretty important. The students you send should have a few abilities that are at least rank 2 or 3, otherwise they will get killed after the first few levels. (some enemies ignore this rule, like trolls)īefore the dungeon starts, you choose the spell that each student will be casting from what they have learned at school. I personally think it's fine as is, honestly a nice change of pace from the tutorials that I have to end early because they're so long.Īs for combat in dungeons, as I understand it: units attack in a straight line in front of them, which means your two students in front act as tanks, soaking damage. ![]() I just started playing a few days ago, so I'm not sure how accurate my answers are going to be, but I I'll do my best.ġ: They've got old-school tutorials that point out the basics and let you figure it out on your own. If you got to this point, thank you for reading and please consider helping me out, this game looks quite interesting and the concept hits a sweet spot for me. So, could someone please enlighten me about the game and give me a few easy pointers and tell me if I just have a bugged tutorial that just went away or if there actually is just a lack of information. On top, everything feels a bit clunky to control, but that's probably just me (more specific menu controls) The timeline in my first game was about 50% and I did not have the feeling I was going anywhere, all students just had 1 skillpoint when their fate decided which made me in the end put the game down and question here In general: Where did the tutorial go? I was expecting a bit more explanation for a game of that complexity and without it is just frustrating I have no problem with loosing, but I would enjoy a more thorough explanation of game mechanics and specifics and know WHY I lost I got to the first combat in a dungeon and got no explanation what so ever which led to loosing. The tutorial are a few non interactive boxes right at the start but nothing more. ![]() So my five cents, and maybe some questions: Sadly, I do not seem to get into it and have a rough time trying to. ![]() Hello, I generally do enjoy card based and management games.
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