a lot of spelling errors...

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First things first: you are not reading this wrong, it's magick and not magic. In the world of Arcanum, that is. There's also no such thing as mana or spellbooks. Every single spell you learn comes trough {+SPs+) (Skill Points) which you'll have to invest into several magickal realms. A little bit like Diablo 2, except the fact that once you've put 1 point into it, you can't raise it furter ot increase the power. If you know Spell #1 in the Meta realm, you'll be able to "purchase" spell #2 from the same realm, if 1) you have a CP 2) your INT is at a minimum level to cast and 3) your WP is sufficient (each level differs).
First things first: you are not reading this wrong, it's magick and not magic. In the world of Arcanum, that is. There's also no such thing as mana or spellbooks. Every single spell you learn comes trough {+SPs+) (Skill Points) which you'll have to invest into several magickal realms. A little bit like Diablo 2, except the fact that once you've put 1 point into it, you can't raise it further to increase the power. If you know Spell #1 in the Meta realm, you'll be able to "purchase" spell #2 from the same realm, if 1) you have a CP 2) your INT is at a minimum level to cast and 3) your WP is sufficient (each level differs).
## Magick: advantages & realms
@ -18,12 +18,12 @@ Of course you won't be able to select more than 4 realms, simply because you won
<img src="/img/games/Arcanum/magickuse.jpg"/>
<center>Magick Usage in Arcanum</center>
Every single character troughout the whole game has a Magick/Tech Meter. If you invest points into schematics, which are technology, you'll align yourself more with all technological people by the values of the meter. If you can cast a lot of different spells, you'll have a magick meter. This way, a magick user with a high meter (usually a powerfull creature) won't be able to use any technological items, and vice versa. So, another advantage of magick-aligned users: you'll be able to wear magickal Armor/weapons!
Every single character throughout the whole game has a Magick/Tech Meter. If you invest points into schematics, which are technology, you'll align yourself more with all technological people by the values of the meter. If you can cast a lot of different spells, you'll have a magick meter. This way, a magick user with a high meter (usually a powerful creature) won't be able to use any technological items, and vice versa. So, another advantage of magick-aligned users: you'll be able to wear magickal Armor/weapons!
## Technology: advantages & schematics
When your meter is fully tech-aligned, you'll encounter little problems which are quite annoying. Some examples: Virgil, the magickal aligned NPC which casts heal, will not be able to heal you anymore since those spells don't affect you at all. Very nice armor e.d. which have greatly increased AC for magickal users, will be as good as useless to you. Magickal smiths won't sell anything to you anymore. Not bad you think, you won't be able to use his stuff anyway? Wrong; you'll encounter a lot of magickal platemals which are useless but you NEED money and magickal smiths are the only ones who actually buy that stuff.
Conclusion: tech makes the game more difficult troughout 1) equipment and 2) money. The Third thing is damage.
When your meter is fully tech-aligned, you'll encounter little problems which are quite annoying. Some examples: Virgil, the magickal aligned NPC which casts heal, will not be able to heal you anymore since those spells don't affect you at all. Very nice armor e.d. which have greatly increased AC for magickal users, will be as good as useless to you. Magickal smiths won't sell anything to you anymore. Not bad you think, you won't be able to use his stuff anyway? Wrong; you'll encounter a lot of magickal platemails which are useless but you NEED money and magickal smiths are the only ones who actually buy that stuff.
Conclusion: tech makes the game more difficult throughout 1) equipment and 2) money. The Third thing is damage.
Yes indeed, damage. There aren't many technological weapons, and if there are any good ones, they won't be enchanted because enchanting is magick. So, the only option you'll have left are guns. And that means carrying a LOT of bullets which cost a LOT of money and not being able to damage a lot per round in combat.
<img src="/img/games/Arcanum/techuse.jpg"/>

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<img src="/img/Guides/CaptainClaw.jpg">
Ah, 2D platformers. This genre disappeared after the DOS era on the PC. Also the consoles liked more the 3D platform games like hundreds of Mario 64 clones. There was almost never an attempt to revive the classic 2D sidescrolling action and add a few modern elements to it. Except for Monolith Productions of course! We know Monolith mostly from First Person games like the recent F.E.A.R. and of course the No One Lives Forever series. Claw was one of their first titles wich proved Monolith was quite capable of putting together a complete game package, even including a level editor and multiplayer options, in the PC world. Blood is probably the oldest known game from these devs. Hungry 2D platformes wich refuse to buy a decent handheld system to ease the pain will likely enjoy Captain Claw. Let's see what the game has to offer. (Or had...)
Ah, 2D platformers. This genre disappeared after the DOS era on the PC. Also the consoles liked more the 3D platform games like hundreds of Mario 64 clones. There was almost never an attempt to revive the classic 2D side-scrolling action and add a few modern elements to it. Except for Monolith Productions of course! We know Monolith mostly from First Person games like the recent F.E.A.R. and of course the No One Lives Forever series. Claw was one of their first titles which proved Monolith was quite capable of putting together a complete game package, even including a level editor and multiplayer options, in the PC world. Blood is probably the oldest known game from these developers. Hungry 2D platformes which refuse to buy a decent handheld system to ease the pain will likely enjoy Captain Claw. Let's see what the game has to offer. (Or had...)
<img src="/img/games/CaptainClaw/screens/04_lvl4_duckbeforehit.jpg">
<center>Arrr, a pirate's life.</center>
### Act I, Level I. Escape!... Again?
It immediately show that Claw will be an unique experience once you star the game. The Main Menu looks like a Pirate chest-hunting hand-drawn map. Indeed: Claw himself, the main character, is a super elite cat-pirate wich has to take on the Spanish Dog Armada during the inquisition period. Claw has to fight his way trough nine full acts to reclaim ancient lost treasure (jewels wich together create the Amulet of Nine Lives. How many lives did cats have in legends again?
It immediately show that Claw will be an unique experience once you star the game. The Main Menu looks like a Pirate chest-hunting hand-drawn map. Indeed: Claw himself, the main character, is a super elite cat-pirate which has to take on the Spanish Dog Armada during the inquisition period. Claw has to fight his way trough nine full acts to reclaim ancient lost treasure (jewels which together create the Amulet of Nine Lives. How many lives did cats have in legends again?
Every act is divided into two levels and at the end you'll have to face a boss. If you manage to stay alive, you'll be rewared with one of those nine jewels. If you don't... Ah, but a pirate won't be defeated that easy, won't he? Every stage breathes a fresh and unique air: a big fort, a wide forest area, the ship yard, ... The music tunes on the background are very piratish and are quite suited for the game.
Every act is divided into two levels and at the end you'll have to face a boss. If you manage to stay alive, you'll be rewarded with one of those nine jewels. If you don't... Ah, but a pirate won't be defeated that easy, won't he? Every stage breathes a fresh and unique air: a big fort, a wide forest area, the ship yard, ... The music tunes on the background are very pirate-ish and are quite suited for the game.
<img src="/img/games/CaptainClaw/screens/08_lvl2_magicclaw.jpg">
<center>Hocus Pocus, Magic Claw!</center>
During your search for the jewels, you will of course face several different enemies. Claw comes equipped with a pistol with a finite amounth of ammo, little dynamite bombs you can throw at platforms and a very powerful (but very limited) spell Magic Claw wich literally rips trough all enemies directly facing you. Hmm, did I forget something? Oh yeah, and of course one to rule them all: your blunt, crude but shiny pirate sword! When Claw attacks and the enemies are too close to use the rather big sword, he'll kick and punch instead. Very funny animations by the way.
During your search for the jewels, you will of course face several different enemies. Claw comes equipped with a pistol with a finite amount of ammo, little dynamite bombs you can throw at platforms and a very powerful (but very limited) spell Magic Claw which literally rips trough all enemies directly facing you. Hmm, did I forget something? Oh yeah, and of course one to rule them all: your blunt, crude but shiny pirate sword! When Claw attacks and the enemies are too close to use the rather big sword, he'll kick and punch instead. Very funny animations by the way.
Enemies drop loot after being defeated. Coins, golden crowns, King Staves, you name it. Next to treasure you'll also encounter some powerups troughout the level. A weapon powerup for your sword like Lightning Sword or Fire Sword usually has the same effect as your powerfull spell.
Enemies drop loot after being defeated. Coins, golden crowns, King Staves, you name it. Next to treasure you'll also encounter some powerups throughout the level. A weapon powerup for your sword like Lightning Sword or Fire Sword usually has the same effect as your powerful spell.
### My cat against yours, Let's do it.
<img src="/img/games/CaptainClaw/screens/10_lvl2_cannons.jpg">
<center>Learn to point, fool</center>
A feature of this game wich stands out is the multiplayer possibility. Claw even has a built-in netplay module so you'll be able to battle or co-operate with your friends via the internet. Sadly Captain Claw still uses rather old methods to setup the connection: the out dated IPX method. But it's not impossible to play with your friends thanks to various wrapper scripts found on your beloved friend Google.
Bored with the standard levels? No problem, just make your own! Yes indeed, like in Jazz jackrabbit 2 you can make your own fully-featured levels and distribute them via the internet. By fully-featured, I mean fully: powerups, treasure, all kinds of platforms, background whistles, etc. Sadly, it is not possible to smash different levels into one complete package called an Act like the main game. Since there are only nine main themes available, the level tool might get boring after a while.
A feature of this game which stands out is the multiplayer possibility. Claw even has a built-in netplay module so you'll be able to battle or co-operate with your friends via the Internet. Sadly Captain Claw still uses rather old methods to setup the connection: the out dated IPX method. But it's not impossible to play with your friends thanks to various wrapper scripts found on your beloved friend Google.
Bored with the standard levels? No problem, just make your own! Yes indeed, like in Jazz jackrabbit 2 you can make your own fully-featured levels and distribute them via the Internet. By fully-featured, I mean fully: powerups, treasure, all kinds of platforms, background whistles, etc. Sadly, it is not possible to smash different levels into one complete package called an Act like the main game. Since there are only nine main themes available, the level tool might get boring after a while.
### Oooh, a cutscene.
### Oooh, a cut-scene.
<img src="/img/games/CaptainClaw/screens/13_lvl3_underground.jpg">
<center>A hidden path wich leads below ground</center>
<center>A hidden path which leads below ground</center>
Between the different acts, you'll be rewarded with an impressive cutscrene. These little videos are animated wich expand the story of Claw's past and future. The screnes are very well animated and of high quality, after a while you really have the feeling you've entered a pirate world and you're being chased by the inquisitors. After finishing an act, you can rewatch each cutscene via the Main Menu. Maybe Monolith should have made this game into a series of multiple ones... Ah well.
Between the different acts, you'll be rewarded with an impressive cut-scene. These little videos are animated which expand the story of Claw's past and future. The scenes are very well animated and of high quality, after a while you really have the feeling you've entered a pirate world and you're being chased by the inquisitors. After finishing an act, you can re-watch each cut-scene via the Main Menu. Maybe Monolith should have made this game into a series of multiple ones... Ah well.
Now, what's less good about this game? Quite a difficult question. Except for the noticable short singleplayer adventure of course. The game does play easy at the beginning, you'll breeze trough the first few acts. But once you reach the Harbor, you'll encounter much smarter enemies and especially much trickier platforms. It's a platform game after all, don't forget. The bosses are generally tough nuts to crack (except the first few) too.
Now, what's less good about this game? Quite a difficult question. Except for the noticeable short single-player adventure of course. The game does play easy at the beginning, you'll breeze trough the first few acts. But once you reach the Harbor, you'll encounter much smarter enemies and especially much trickier platforms. It's a platform game after all, don't forget. The bosses are generally tough nuts to crack (except the first few) too.
### Conclusion
What has Captain Claw to offer? To a platform lover, everything. To a general gamer, an unique pirate experience with nice animated cutscenes and catchy tunes. Let's not forget the multiplayer possibilities and the custom map editor. And above all: 'treasure, arr!Too bad this game is very hard to track down these days, thanks to Wizard Works, the lousy publisher. The demo is still available at the offical Website!
What has Captain Claw to offer? To a platform lover, everything. To a general gamer, an unique pirate experience with nice animated cut-scenes and catchy tunes. Let's not forget the multi-player possibilities and the custom map editor. And above all: 'treasure, arr!Too bad this game is very hard to track down these days, thanks to Wizard Works, the lousy publisher. The demo is still available at the official Website!

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Of course no console or handheld's RPG collection is truly complete without any [Final Fantasy](/tags/final-fantasy) spin-off or port. The Japanese GBA library today includes FF I and II: Dawn of Souls, FF IV, FF V and FF VI. The last one will be released within a few months in the USA. The only missing Final Fantasy number is III, which is ported and recreated to the DS. I and II are bundled together in a complete package. But this package is mostly for FF lovers out there, because the game lacks pacing and the battle sequences are ridiculously easy compared to other Squaresoft games. IV suffers from little annoying glitches, the port is not so well-polished as we had hoped.
This leaves us with V and VI. Most people would probably agree VI is the superiour one and one of the best FF games in the series. But you can't play it yet on your GBA unless you're Japanese. Final Fantasy V includes a complex job system first introduced in III, similar to Final Fantasy Tactics. You can swap jobs and keep certain special abilities, this enables you to build the ultimate magic swordsman. Good enough for more than 30 hours of handheld Roleplaying goodness. If you're looking for a handheld FF game, V is the game to get.
This leaves us with V and VI. Most people would probably agree VI is the superior one and one of the best FF games in the series. But you can't play it yet on your GBA unless you're Japanese. Final Fantasy V includes a complex job system first introduced in III, similar to Final Fantasy Tactics. You can swap jobs and keep certain special abilities, this enables you to build the ultimate magic swordsman. Good enough for more than 30 hours of handheld Roleplaying goodness. If you're looking for a handheld FF game, V is the game to get.
<img src="/img/articles/gbarpg_fire.jpg"/>
<center>Fire Emblem and Sacred Stones on the GBA. Thank you Intelligent Systems!</center>
@ -23,14 +23,14 @@ Next up, the popularity gaining [Fire Emblem](/tags/fire-emblem) series from Int
Two Fire Emblem games made it to the Gameboy Advance, and even Europe (woah! We get something good...) and one recently to the Nintendo Gamecube. Because of the overall lacking Strategy RPG games on the GBA, FE was more than welcome and [it shows](http://www.gamerankings.com/htmlpages2/468480.asp?q=fire%20emblem). Both games are excellent and very well suited for mobile gaming, although some missions tend to be quite long. Thank you sleep mode. Sacred stones is arguably an overall better game due to the small class tweaks but it's a lot harder than the first GBA game.
Developing your main assault team is one of the highlights of the game. It's so satisfactional to transform a regular soldier into a sword master **+33% critical hits**? Hell yeah! But watch out though: once a character dies, you won't be seeing that one in the future: once dead always gone. Choosing between both games can be difficult, but I'd be safe to say both are very good GBA picks. If you never played any Fire Emblem game before, pick up the regular one (**Fire Emblem**, without the subtitle. In Japan, more than 4 FE games were released on SNES and sadly never translated).
Developing your main assault team is one of the highlights of the game. It gives a lot of satisfaction to transform a regular soldier into a sword master **+33% critical hits**? Hell yeah! But watch out though: once a character dies, you won't be seeing that one in the future: once dead always gone. Choosing between both games can be difficult, but I'd be safe to say both are very good GBA picks. If you never played any Fire Emblem game before, pick up the regular one (**Fire Emblem**, without the subtitle. In Japan, more than 4 FE games were released on SNES and sadly never translated).
<img src="/img/articles/gbarpg_TO.jpg"/>
<center>Tactics Ogre: Knights of Lodis and Final Fantasy Tactics Advance</center>
One of the underdog highlights of the whole Gameboy Advance library is without a doubt Atlus' Tactics Ogre: Knights of Lodis. Before we continue to hail the game, let's straighten up one thing: No, it's not better than Tactics Ogre: Let us Cling Together. But yes, it's one of the best time-soaking GBA games. Especially if you love turn-based Strategy RPGs or like to customize your characters. Sadly, the game was never published in Europe, but I doubt that would dramatically increase the game sales. It's one of those freaky **hardcore** in-it or lose-it games.
There is so much unseen depth kindly weaven into the game it almost blows my mind. You basically play it like any other Strategy RPG game: by taking turns and eliminating the enemy troops. But on the way you can cast devious spells to distract distant enemies or hire hawkmen to swiftly fly over hills, positioning them out of range and firing arrows without taking any hits. The only downside about TO is the overall slow gameplay: movement animations advance kind of slow and playing just one battle can easily take up to two hours. That's also an advantage of course.
There is so much unseen depth kindly woven into the game it almost blows my mind. You basically play it like any other Strategy RPG game: by taking turns and eliminating the enemy troops. But on the way you can cast devious spells to distract distant enemies or hire hawkmen to swiftly fly over hills, positioning them out of range and firing arrows without taking any hits. The only downside about TO is the overall slow gameplay: movement animations advance kind of slow and playing just one battle can easily take up to two hours. That's also an advantage of course.
And then there's Final Fantasy Tactics Advance (FFTA). As you can see, the game borrows most of the graphics and gameplay mechanics directly from TO (no wonder, most of the team members were shifted onto developing FFTA). Indeed, FFTA mostly plays the same (yay!) but Squaresoft managed to screw up the gameplay real good by adding judges and judge cards (nay!). For instance, after entering a battle, there's a card which says "**Forbidden Bladed weapons**". If someone (including the enemy) attacks using a sword or katana, you'll get a yellow card. After 2 yellow cards you get thrown into jail and your buddies can go bribe you out. Fascinatingly frustrating, especially on missions where enemies are beasts and there's a "**Forbidden beast damage**" card.
@ -39,22 +39,22 @@ Not only that, FFTA is very very easy compared to Tactics Ogre. And the music ge
<img src="/img/articles/gbarpg_union.jpg"/>
<center>Yggdra Union and Riviera: The Promised Land</center>
Sting's GBA debut, [Riviera: The Promised Land](/tags/riviera), is in it's heart a Strategy Roleplaying game. But it utilizes some very weird and uncommon gameplay mechanics - that's not directly a bad thing. Once on a mission, you travel through many set scenes without directly controlling the protagonist. How's that? Say you landed on a deep forest. There are 4 "**actions**" to do: **Look at grass**, **Go North/East** and **Open Chest**. By executing one of those actions you lose action points (which can obviously be refilled). The grass may reveal a hidden item, but may contain a poisonous snake. Same story for the chest. This makes Riviera very liniar (there are some secret places all right) but at the same time makes the game more enjoyable for a handheld system to play in quick bursts.
Sting's GBA debut, [Riviera: The Promised Land](/tags/riviera), is in it's heart a Strategy Roleplaying game. But it utilizes some very weird and uncommon gameplay mechanics - that's not directly a bad thing. Once on a mission, you travel through many set scenes without directly controlling the protagonist. How's that? Say you landed on a deep forest. There are 4 "**actions**" to do: **Look at grass**, **Go North/East** and **Open Chest**. By executing one of those actions you lose action points (which can obviously be refilled). The grass may reveal a hidden item, but may contain a poisonous snake. Same story for the chest. This makes Riviera very linear (there are some secret places all right) but at the same time makes the game more enjoyable for a handheld system to play in quick bursts.
Once you've entered the battlefield, you can assign up to four members to fight (north/east/south/west) and up to four items to fight with. Every time you use an item, the item's durability counter decreases by one. If the counter hits zero, the item is gone forever. That sounds quite awkward and it really is: don't directly use all your powerful items before any boss encounter! The bad part about the whole item stuff is you can only carry 30 items at a time and you cannot sell any of them! In towns, navigation is the same as the missions, with unlimited action points.
On the other hand, there's the very recent Yggdra Union: We'll Never Fight Alone Strategy RPG game, also from Sting, published by our God Atlus. The game is a Tactical RPG in the vein of the Fire Emblem games, with an overhead view of a 2D map, managing miniture versions of your units. However, aside from the map view, it is quite different. A card system dictating your movement and potential skills plays into both enemy and ally turns, as well as the "Union" formation system, in which massive battles can take place between several platoons.
On the other hand, there's the very recent Yggdra Union: We'll Never Fight Alone Strategy RPG game, also from Sting, published by our God Atlus. The game is a Tactical RPG in the vein of the Fire Emblem games, with an overhead view of a 2D map, managing miniature versions of your units. However, aside from the map view, it is quite different. A card system dictating your movement and potential skills plays into both enemy and ally turns, as well as the "Union" formation system, in which massive battles can take place between several platoons.
Both games are quite different than traditional SRPG handheld or console games and both games have the same extremely high quality audio and amazingly done sprite work. If you're looking for something different than Fire Emblem, but still utilizing the same core thoughts, definitely consider Yggdra Union.
<img src="/img/articles/gbarpg_sun.jpg"/>
<center>Golden Sun 1 and 2: the Lost Age.</center>
Camelot's attempt on a traditional/retro console Roleplaying game was very Enthusiasticly received back in 2001. Golden Sun is in essence a contemporary presentation of the traditional console role-playing game formula, where the player guides a cast of four characters as they journey through a fantasy-themed game world and interact with various Non playing Characters. Golden Sun also "**features**" random battles (good or not), just like the Final Fantasy and Dragon Quest series. One of the strongest points of the Golden Sun series is the stronly embedded puzzle aspect of the game.
Camelot's attempt on a traditional/retro console Roleplaying game was very Enthusiastically received back in 2001. Golden Sun is in essence a contemporary presentation of the traditional console role-playing game formula, where the player guides a cast of four characters as they journey through a fantasy-themed game world and interact with various Non playing Characters. Golden Sun also "**features**" random battles (good or not), just like the Final Fantasy and Dragon Quest series. One of the strongest points of the Golden Sun series is the strongly embedded puzzle aspect of the game.
Many of these puzzles revolve heavily around the usage of the games resident form of magic spells, "**Psynergy.**". Whereas most other RPGs limit the usage of their forms of magic to battles as offensive and defensive measures, Psynergy spells can be used both for battle and for solving puzzles in the games locales. By far the most important element in Golden Sun to differentiate it from other RPGs is the collecting and manipulation of magical creatures called Djinn. These Djinn creatures can be found everywhere in the Golden Sun world and can severely change your battle strategies, as you can of course use them to empower your Psynergy spells during fights.
The Golden Sun games met really strong reviews. Many praised the game's vibrant graphics, high-quality sound, and varied, refined RPG gameplay, with particular optimism on the Djinn-based gameplay system and Battle aspect. Of course all Sting games include far more superiour graphics and sound, but Golden Sun was released five years ago and still plays strong.
The Golden Sun games met really strong reviews. Many praised the game's vibrant graphics, high-quality sound, and varied, refined RPG gameplay, with particular optimism on the Djinn-based gameplay system and Battle aspect. Of course all Sting games include far more superior graphics and sound, but Golden Sun was released five years ago and still plays strong.
**Addendum**: To be continued with Mario & Luigi: Superstar Saga e.a.!

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### Items present in the World
Did you ever play an RPG, wondering why the world is so empty? Do you ever wonder, while entering a noble house without any real permission, why all closets are empty or not even openable? If you happen to like looting everybody's treasure chests, bepare to be disappointed as some wealthy NPCs keep two single gold pieces in them. Wow! The RPG world "contents" should also reflect the current neighbourhood you're travelling in. Every little item must have a purpose to make the environment more believable. The more you can interact with objects, the better. Of course this concept should not be implemented as a mere gimmick.
Did you ever play an RPG, wondering why the world is so empty? Do you ever wonder, while entering a noble house without any real permission, why all closets are empty or not even openable? If you happen to like looting everybody's treasure chests, bepare to be disappointed as some wealthy NPCs keep two single gold pieces in them. Wow! The RPG world "contents" should also reflect the current neighborhood you're traveling in. Every little item must have a purpose to make the environment more believable. The more you can interact with objects, the better. Of course this concept should not be implemented as a mere gimmick.
Let's start with an excellent example. In Larian's first Roleplaying game called Divine Divinity, it was even possible to move closets and chairs and beds. If you really wanted to, you could carry some furniture along with you. Of course that does not really make any sense, unless it's used in a useful way. And it is: carrying a bedroll will enable you to rest out in the wilderness. You can also grab various types of food, normally only used for display purposes. Every single closet has an interesting item for you, with some value to it. Libraries contain enourmous amounths of books (or rather scrolls), which are interesting to read. Baldur's Gate 2 enabled you to learn about the game's history via these very same scrolls. Too bad DivDiv's randomized content system didn't work out very well since most stuff was severly underpowered.
Let's start with an excellent example. In Larian's first Roleplaying game called Divine Divinity, it was even possible to move closets and chairs and beds. If you really wanted to, you could carry some furniture along with you. Of course that does not really make any sense, unless it's used in a useful way. And it is: carrying a bedroll will enable you to rest out in the wilderness. You can also grab various types of food, normally only used for display purposes. Every single closet has an interesting item for you, with some value to it. Libraries contain enormous amounts of books (or rather scrolls), which are interesting to read. Baldur's Gate 2 enabled you to learn about the game's history via these very same scrolls. Too bad DivDiv's randomized content system didn't work out very well since most stuff was severely underpowered.
<img src="/img/articles/RPG-world_divdiv.jpg">
<center>Yes you can steal bread. Would you want to?</center>
@ -27,27 +27,27 @@ I'll have to give some credits to Bethesda for integrating some of these ideas i
In contrast, there are more than enough recent RPGs which kindly ignore the "careful item placement" concept. One example might be Troika's Temple of Elemental Evil. I love exploring towns and houses, but this game laughed at me while I repeatedly tried to open some closets or chests next to beds. You simply can't open them! They are part of the background. Yes there still are chests enough in dungeons, and ToEE is mainly a dungeon RPG since most of the time will be spent in the Temple. But still... The temple itself contains many large area's with cupboards and other interesting objects. All part of the pre-rendered background. There goes my [Baldur's Gate](/tags/baldurs-gate-2/)-style exploring addiction. Even in all other Infinity Engine games, you could open drawers or check barrels.
Of course it would be impossible to place interesting and relevant items in all houses, spread across all towns, especially in very large worlds like Amn. Waukeen's Promenade in Athkatla has enough nearly empty houses. But every house is still accessible, and every house contains at least one container, with set loot. A couple of gold coins, some potions or sometimes even gems. This makes visiting non-interesting area's worthwile. At least for me.
Of course it would be impossible to place interesting and relevant items in all houses, spread across all towns, especially in very large worlds like Amn. Waukeen's Promenade in Athkatla has enough nearly empty houses. But every house is still accessible, and every house contains at least one container, with set loot. A couple of gold coins, some potions or sometimes even gems. This makes visiting non-interesting area's worthwhile. At least for me.
<img src="/img/articles/RPG-world_toee.jpg">
<center> Left: Temple of Elemental Evil. Right: Icewind Dale II.</center>
### Scripted or Randomized content?
Generating randomized content could be done, but most games failed using this technique. Let's take a look at Sacred, for example. Most Hack & Slash games strongly favour randomized content - and there's nothing wrong with that. Sacred includes, like most other games, class-specific items. "Oh good!". Yes indeed, unless you keep on encountering Paladin armor if you are playing as a Dark Elf. These parameters should at least be used while generating items, although obviously not while playing a multiplayer game. Well, that's not the worst part, you can simply sell items you cannot equip, right? Right. But what to do with all that gold? Buy new items you can equip! Right. Unless the weapon store constantly restocks with low level items. I used a dual bladed weapon for 20 levels straight, because all encountered shops stocked junk and all items in various containers were unusable.
Generating randomized content could be done, but most games failed using this technique. Let's take a look at Sacred, for example. Most Hack & Slash games strongly favor randomized content - and there's nothing wrong with that. Sacred includes, like most other games, class-specific items. "Oh good!". Yes indeed, unless you keep on encountering Paladin armor if you are playing as a Dark Elf. These parameters should at least be used while generating items, although obviously not while playing a multi-player game. Well, that's not the worst part, you can simply sell items you cannot equip, right? Right. But what to do with all that gold? Buy new items you can equip! Right. Unless the weapon store constantly restocks with low level items. I used a dual bladed weapon for 20 levels straight, because all encountered shops stocked junk and all items in various containers were unusable.
Neverwinter Nights also uses scripts to generate container contents. Most boxes or low level chests placed in towns or area's contain generic non-interesting equipment, also found in normal stores. The most powerful items are set items, as always. BioWare too seems to have embraced the randomized content technique: see the Infinite Dungeons module. In Wizardry 8, almost every chest containts randomly generated items, but this principle is done slightly different. Every chest has a limited amounth of set items with a possibility percentage. Upon entering the area, the content is generated by picking items from this list. This method prevents every non-set chest from containing the same "junk items". Many of the most powerful weapons can be found in these chests, if you are lucky (Rapax King's Chest, Davy Jones Locker, ...)
Neverwinter Nights also uses scripts to generate container contents. Most boxes or low level chests placed in towns or area's contain generic non-interesting equipment, also found in normal stores. The most powerful items are set items, as always. BioWare too seems to have embraced the randomized content technique: see the Infinite Dungeons module. In Wizardry 8, almost every chest contains randomly generated items, but this principle is done slightly different. Every chest has a limited amount of set items with a possibility percentage. Upon entering the area, the content is generated by picking items from this list. This method prevents every non-set chest from containing the same "junk items". Many of the most powerful weapons can be found in these chests, if you are lucky (Rapax King's Chest, Davy Jones Locker, ...)
<img src="/img/articles/RPG-world_bluedragon.jpg">
<center>Blue Dragon's World invites you to check every single stone for items.</center>
Console Roleplaying games typically endorse placement of less items in better context. Especially with the old but still mainly present Overworld system, you won't find anything of interest there, except in a very limited amounth of set chests. Dragon Quest VIII for example delivers a solid job creating busy and beatiful towns with many hidden items to discover in closets and vases. But once you explore further and exit the town, the overworld has almost nothing to offer, except set chests in semi-hidden locations and monster drops. Utilizing a little too high randomized battle rate, chest hunting can get very frustrating.
Console Roleplaying games typically endorse placement of less items in better context. Especially with the old but still mainly present Overworld system, you won't find anything of interest there, except in a very limited amount of set chests. Dragon Quest VIII for example delivers a solid job creating busy and beautiful towns with many hidden items to discover in closets and vases. But once you explore further and exit the town, the over-world has almost nothing to offer, except set chests in semi-hidden locations and monster drops. Utilizing a little too high randomized battle rate, chest hunting can get very frustrating.
The upcoming X360 RPG called Blue Dragon makes these random encounters and fairly empty overworlds less of a pain by including (again randomized) items in and under various objects. Almost every single stone in the overworld can be pushed aside and almost every container can be opened. However, this does make the game very easy as you're never short on cash or potions. And every item aquired this way comes from the same item pool, meaning most stuff is useless. All best equipment pieces are again set items...
The upcoming X360 RPG called Blue Dragon makes these random encounters and fairly empty over-worlds less of a pain by including (again randomized) items in and under various objects. Almost every single stone in the over-world can be pushed aside and almost every container can be opened. However, this does make the game very easy as you're never short on cash or potions. And every item acquired this way comes from the same item pool, meaning most stuff is useless. All best equipment pieces are again set items...
**Avoid at all costs:**
- Avoid not openable containers.
- Avoid not open-able containers.
- Avoid the "junk randomized item content" system.
- Avoid scripting the best items (although debatable)
@ -61,6 +61,6 @@ Most Console jRPGs (DQ8 is decent thanks to the towns)
- Ultima VII (Released in 1992, one of the first games to heavily utilize item placement correctly)
- Wizardry 8, again (randomized but from a set pool, all best items too)
- Infinity Engine games (all containers produce something worthwile)
- Infinity Engine games (all containers produce something worthwhile)
- Divine Divinity (although the contents itself isn't that great)
- Arcanum (Several not usable items spread but combinable through Schematics)

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@ -12,13 +12,13 @@ weight = 0
<a class="internal" data-to="#vids">Watch the NPC Reaction video tests! >></a>
An NPC is basically a character not controlled by the player, who can be of great importance during the many main or side quests. NPCs vary in importance and placement: they can either be annoying and usesless or interesting and useful. Many Roleplaying games only give the most important NPCs something useful to say or do. Talking to other characters makes no sense since they only answer with one of the standard sentences: "oh, you're the princess!" or "good weather, isn't it?". This concept destroys the whole roleplaying experience since it transforms roleplaying into trying to find the right character to chat with, without any interest to other local inhabitants.
An NPC is basically a character not controlled by the player, who can be of great importance during the many main or side quests. NPCs vary in importance and placement: they can either be annoying and useless or interesting and useful. Many Role-playing games only give the most important NPCs something useful to say or do. Talking to other characters makes no sense since they only answer with one of the standard sentences: "oh, you're the princess!" or "good weather, isn't it?". This concept destroys the whole role-playing experience since it transforms role-playing into trying to find the right character to chat with, without any interest to other local inhabitants.
<img src="/img/articles/rpg-npc_blocking.gif"/>
Everyone probably already encountered a couple of NPCs just standing there, doing nothing. When you talk to them, they respond with "hiya stranger". When you talk to them again, they repeat that exact same sentence. After the tenth time of "hiya stranger" you begin to wonder whether the person was on drugs or not. What is the purpose of this NPC? Exactly: a useless object to fill the otherwise void space. Players can enjoy a "guess who holds the quest" puzzle. Things get even worse when each NPC is called "stranger x" or "villager y". This does not give them any personality and give you even less reasons to replay the game since the living world feels artificial and dead. There's a difficult balance to be kept within a city full of NPCs: do you want extreme activity but soulless beings or a less crowded area, where everyone has their own personality and interesting story?
Labelling NPCs in a RPG can also be quite challenging. In Sacred for instance, people actually bearing a quest (defined useful) have an exclamation mark floating above their head. "Good, no more randomly clicking on stupid inhabitants, right!"? Yes and no. If this system was to be implemented in non-hack & slash games, everyone would ignore all other NPCs. And what is the purpose of a less imporant NPC anyway?
Labeling NPCs in a RPG can also be quite challenging. In Sacred for instance, people actually bearing a quest (defined useful) have an exclamation mark floating above their head. "Good, no more randomly clicking on stupid inhabitants, right!"? Yes and no. If this system was to be implemented in non-hack & slash games, everyone would ignore all other NPCs. And what is the purpose of a less important NPC anyway?
Especially on console RPGs, it can get very frustrating to wander around town, talking to everyone to try and finish your quest. Baten Kaitos includes a subquest where you must find all relatives of a family, in order to bring them together before the grandfather dies. Members are gathered by putting their signature on a family tree so you'll need to find them, and talk to them. If you want to finish the quest, you are forced to chat with every single NPC in the game since family members cannot be separated from other non-interesting NPCs by clothes. Auch.
@ -27,18 +27,18 @@ This quest system can also reward you for talking to all NPCs if you intend to d
<img src="/img/articles/rpg-npc_dontdie.jpg">
<center>Don't open it! It could contain... err... An NPC-turns-hostile trigger!</center>
It's very easy to implement a shield which renders quest NPCs immortal. Of course, how else can you finish the quest if you killed the person to deliver item x or get goods y? That's one way, but not the acceptible way. Roleplaying - yeah right. If you decide to attack your quest related person, you may do so. One of the consequences could be unable to finish the quest (if it's a side quest of course). Another better one would be to include different ways to tackle this obstacle. If you kill the NPC, everyone will turn hostile or run or just ignore you depending on their parameters (easily offended or threatened, easily scared, drunk, ...). The NPC will leave his quest item for you to collect, if you managed to get rid of everyone else. There could be a high level relative, standing next to the killed person, who frenzies if you hurt the NPC. Ha!
It's very easy to implement a shield which renders quest NPCs immortal. Of course, how else can you finish the quest if you killed the person to deliver item x or get goods y? That's one way, but not the acceptable way. Role-playing - yeah right. If you decide to attack your quest related person, you may do so. One of the consequences could be unable to finish the quest (if it's a side quest of course). Another better one would be to include different ways to tackle this obstacle. If you kill the NPC, everyone will turn hostile or run or just ignore you depending on their parameters (easily offended or threatened, easily scared, drunk, ...). The NPC will leave his quest item for you to collect, if you managed to get rid of everyone else. There could be a high level relative, standing next to the killed person, who frenzies if you hurt the NPC. Ha!
This Oblivion footage shows exactly what direction developers should not take. A non playable character should react on your actions properly and maybe even fight you. There's an interesting interview with an ex-Troika employee, explaining the different philosophies behind NPC placement and (re)actions. The bottom line? Every NPC should have a purpose to be there, and every NPC should have something non-liniar and interesting to say.
This Oblivion footage shows exactly what direction developers should not take. A non playable character should react on your actions properly and maybe even fight you. There's an interesting interview with an ex-Troika employee, explaining the different philosophies behind NPC placement and (re)actions. The bottom line? Every NPC should have a purpose to be there, and every NPC should have something non-linear and interesting to say.
Other mechanics which greatly unbalance the importance of various NPCs include voice acting. It's good to have voice acting, but it's better to let everyone talk instead of only the main quest characters. You'll more easily ignore non-voiced ones. I do know this is very hard to realize. There's so much to be said about wandering characters in quiet towns.
Interaction with those people are mostly done throughout a limited series of questions. You can select one (which might alter his personal reaction, or even attack you, the classic Dungeons & Dragons way) and the NPC will react to that selected question. The questions are usually built depending on the active quests. You can't possibly ask something about a stone mask if you did not start that quest first. Although this limited interaction technique is even being used in new Roleplaying games (including Mass Effect), these have their own problems.
Interaction with those people are mostly done throughout a limited series of questions. You can select one (which might alter his personal reaction, or even attack you, the classic Dungeons & Dragons way) and the NPC will react to that selected question. The questions are usually built depending on the active quests. You can't possibly ask something about a stone mask if you did not start that quest first. Although this limited interaction technique is even being used in new Role-playing games (including Mass Effect), these have their own problems.
<img src="/img/articles/npc-rpg_kotor.jpg">
<center>Knights of the Old Republic: select your answer among a limited amounth of possibilities.</center>
<center>Knights of the Old Republic: select your answer among a limited amount of possibilities.</center>
For instance, why can't you ask someone about his neighbour? Why is his neighbour running in circles? Or why is this person not sleeping at night? Why is he aligned with faction x? What does he know about your previous boss encounter? etc. One of the early Final Fantasy games introduced a system in which you can store key words said by NPCs, and ask about them to others. This concept sounds very nice, but lacked execution. Most of the time the NPC did not know what you were talking about.
For instance, why can't you ask someone about his neighbor? Why is his neighbor running in circles? Or why is this person not sleeping at night? Why is he aligned with faction x? What does he know about your previous boss encounter? etc. One of the early Final Fantasy games introduced a system in which you can store key words said by NPCs, and ask about them to others. This concept sounds very nice, but lacked execution. Most of the time the NPC did not know what you were talking about.
Wizardry VII introduced a nice system which allowed players to literally type in their questions. Typing "rapax" would give you information about the rapax, including the NPCs personal opinion about this race. If you type "where are rapax" the person would give you directions. This even worked beyond these simple questions. For instance, you ask a Trynnie about a forgotten monastery. He tells you it belonged to the Higardi but they left a long time ago. "In fact I ste... eurhm, got most of my stuff from them". Ha, the little bastard! You type in "steal" and he replies "technically it's only stealing when you get caught". (screenshot) Beautiful! Now this is interaction. Even using rude or aggressive words like "bastard" or "kill" would net you a funny reply. Wizardry 8 even took this concept a step higher. You can see some interaction with Rattus and Rapax in the Gameplay video.
@ -49,13 +49,13 @@ Of course keywords are still available and stored automatically if you did not f
**Avoid at all costs:**
- Avoid artificial NPC behaviour. (Villager 2: "Hello stranger!")
- Avoid artificial NPC behavior. (Villager 2: "Hello stranger!")
- Avoid static placement (NPCs should go to bed at night!)
- Avoid NPCs without a purpose or (re)action
**Bad Examples of NPC usage:**
- Most Final Fantasy games (including the ever-annojying up- and down walking of NPCs blocking your way)
- Most Final Fantasy games (including the ever-annoying up- and down walking of NPCs blocking your way)
- Diablo (what? You can't even talk to person x wandering around?), Sacred, ... - most Hack & Slash games
**Excellent Examples of NPC usage:**
@ -69,11 +69,11 @@ Of course keywords are still available and stored automatically if you did not f
#### Arcanum
<p class='vspace'>Arcanum bar test in Tarant. Throwing a molotov results in splash damage within the bar. Every NPC had their own reaction:
<p class='vspace'>Arcanum bar test in Tarant. Throwing a Molotov results in splash damage within the bar. Every NPC had their own reaction:
</p><ul><li>the dwarf attacked me (lvl45, dead in a shot with looking glass rifle)
</li><li>the dark elf did not care
</li><li>the bartender disliked it
</li><li>the woman flet but I chased her down
</li><li>the woman fled but I chased her down
</li><li>even my own party members didn't like attacking neutral aligned people
</li></ul><p class='vspace'>Notice the bartender doesn't completely react the way it should be. At first, he dislikes it I attack his customers and his faction rating drops from 68 to 0 (hatred). If this rating drops below zero he'll attack me or flee. After the massacre, he simply offers me a drink. Ha!
</p>
@ -82,7 +82,7 @@ Of course keywords are still available and stored automatically if you did not f
#### Elder Scrolls IV: Oblivion</strong>
<p class='vspace'>During a NPC conference meeting, someone tries to interrupt the peace. Notice the cheering music in the background, which does not change at all while attacking key characters. They even stand up back again - instead of going to sit in the chair or running like mad. This is definatly <ins>not</ins> the best way <span class='wikiword'>NPCs</span> should react.
<p class='vspace'>During a NPC conference meeting, someone tries to interrupt the peace. Notice the cheering music in the background, which does not change at all while attacking key characters. They even stand up back again - instead of going to sit in the chair or running like mad. This is defiantly <ins>not</ins> the best way <span class='wikiword'>NPCs</span> should react.
</p>
{{< youtube "6KN7cKO8-P0" >}}

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@ -8,15 +8,15 @@ tags = ['Wizardry8']
weight = 0
+++
<span style="font-size: small; text-decoration: none; font-weight: italic;">Legal notice: Most tips, tricks, howtos and guides are - not - originally created by me. They are scattered troughout the internet, and this site contains a bunch of information found on other sites. Therefore, I am not responsible for any wrong information, or grammatical faults. If anybody notices his own text and would like to have it removed, please email me!</span><br />
<span style="font-size: small; text-decoration: none; font-weight: italic;">Legal notice: Most tips, tricks, howtos and guides are - not - originally created by me. They are scattered throughout the Internet, and this site contains a bunch of information found on other sites. Therefore, I am not responsible for any wrong information, or grammatical faults. If anybody notices his own text and would like to have it removed, please email me!</span><br />
<table>
<tr><td>
A warm welcome to you, stranger. Right here where you stand, you will eventually be able to find some very usefull information about the best Roleplaying game I've played ever on the PC! Isn't that marvellous? Let me start directly with the tips: number one - if you are looking for spoiler quest information or a walktrough, you are on the <i>wrong</i> place click on the related articles in the navigation bar to your left. Otherwise, read on!
A warm welcome to you, stranger. Right here where you stand, you will eventually be able to find some very useful information about the best Role-playing game I've played ever on the PC! Isn't that marvelous? Let me start directly with the tips: number one - if you are looking for spoiler quest information or a walktrough, you are on the <i>wrong</i> place click on the related articles in the navigation bar to your left. Otherwise, read on!
<br /><br />
<img src="/img/games/Wizardry8/map.jpg" alt="the wiz8 map">
The beautiful world map to your right has been provided by the late Flamestryke. If you are eager to visit her site and actually 'navigate' the worldmap, please do so by surfing to her [recovered wiz8 guide](http://www.zimlab.com/wizardry/recovered/flamestryke/wizardry8/flamestrykes_w8.html). If you are a first time player, please read the tips carefully, some might acutally save your day on Dominus! (the planet) Oh; the tips were collected from several forums and websites and most of them are my own of course. You can copy everything if you like, but keep in mind some things are not home-made. Oh forgive my rambling, let's yust get on with it...<br /><br />
The beautiful world map to your right has been provided by the late Flamestryke. If you are eager to visit her site and actually 'navigate' the worldmap, please do so by surfing to her [recovered wiz8 guide](http://www.zimlab.com/wizardry/recovered/flamestryke/wizardry8/flamestrykes_w8.html). If you are a first time player, please read the tips carefully, some might actually save your day on Dominus! (the planet) Oh; the tips were collected from several forums and websites and most of them are my own of course. You can copy everything if you like, but keep in mind some things are not home-made. Oh forgive my rambling, let's just get on with it...<br /><br />
</td>
</tr></table>
<ul>
@ -48,20 +48,20 @@ Certain spells will only increase your skills in combat. For example, you can ca
<li>Magic items that have limited charges may be recharged by selling them to a vendor, then immediately buying them back. The item will be fully charged! This is the only way I've found to recharge items. You will lose a bit of money on the deal, of course, because vendors like to "buy low, sell high". How much depends on the vendor and your communications skill. Note: there are some items that you shouldn't use the last charge from, or the item will disappear (mana stones). Every time you use these items, you have a chance to improve the skill used for the item (usually the Artifacts skill). </li>
Psionic Blast is a great spell because it goes around corners and attacks enemies you cannot see. Area effect spells go a short distance around one corner, if you place them right, but Psionic Blast, like insanity and sleep, hit all members of the targeted group equally, wherever they are hiding, if you can target on even one of them. It's a good damage spell too, with reasonable cost (10/L) and a chance to cause insanity as a bonus. It's fun to hear unseen enemies fighting each other, off somewhere in the distance.</li>
<li>Powercast does not help "spells" cast by bards or gadgeteers - no need to maximize to 100 INT!</li>
At the fountain in Trynton there's a riddle wich increases ALL your chars +5 INT so never put more points than 95 into INT...</li>
Develop the bow skill (or throwing / sling) of at least 2 characters. By the time you get to the fifth or sixth level, it really helps in melee. Besides theere's nothing worse than being stuck after being surprised waiting to move and not being able to do anything except deplete spell points. Ranged attacks are great for just chipping away the hit points of monsters.</li></ul>
At the fountain in Trynton there's a riddle which increases ALL your chars +5 INT so never put more points than 95 into INT...</li>
Develop the bow skill (or throwing / sling) of at least 2 characters. By the time you get to the fifth or sixth level, it really helps in melee. Besides there's nothing worse than being stuck after being surprised waiting to move and not being able to do anything except deplete spell points. Ranged attacks are great for just chipping away the hit points of monsters.</li></ul>
<div align="center"><img src="/img/games/Wizardry8/Wiz8_professions_S.jpg" alt="Wiz8 screen" align="center"></div>
<ul>
<li>The open road is very dangerous in the beginning of the game (especially the road to Arnika), your party will have only a few items of weak equipment, but your enemies, with a few fixed exceptions, are randomly created or respawned near the level of your party (they go up in level as you do). Therefore most experienced players move fairly quickly through the open road portions of the early game, until civilization is first reached. There you will find help, equipment, and less dangerous initial experience. Soon you will be strong enough to take on almost any location in the game that seems like a logical next choice.</li>
<li>The open road is very dangerous in the beginning of the game (especially the road to Arnika), your party will have only a few items of weak equipment, but your enemies, with a few fixed exceptions, are randomly created or re-spawned near the level of your party (they go up in level as you do). Therefore most experienced players move fairly quickly through the open road portions of the early game, until civilization is first reached. There you will find help, equipment, and less dangerous initial experience. Soon you will be strong enough to take on almost any location in the game that seems like a logical next choice.</li>
<li>If your party suddenly gets attacked from a new direction, don't waste a turn "moving" to turn around. Just change formations!</li>
<li>Armormelt is definitely a good spell, there is no other one you can cast on enemies that is never resisted and cannot be removed for the entire duration.</li>
<li>Don't pick every spell when levelling up, you CAN save spell pick points until later (for level 6 & higher & bishops)</li>
<li>Don't pick every spell when leveling up, you CAN save spell pick points until later (for level 6 & higher & bishops)</li>
<li>Every single level 1 - 5 spellbook can be bought at NPC locations, except mind stab (psionics). </li>
<li>When you get the teleport spell, and if you have at least 2 such casters in your party, keep a portal in both the Umpani and T'Rang bases. This allows you access to the portals there, so zipping around Domina becomes a breeze! (air magic realm needed)</li>
<li>Make your bards and gadgeteers female because the only stamina-regenerating items are restricted to women.</li>
<li>+ Renegating items really help OUTSIDE combat, but never (enough) while in combat mode. The Lord his regen health also works much quicker when outside of combat. Keep in mind gadgeteers & bards need a lot of stamina, so VIT/PIE is an interesting stat...</li>
<li>+ Regenerating items really help OUTSIDE combat, but never (enough) while in combat mode. The Lord his regen health also works much quicker when outside of combat. Keep in mind gadgeteers & bards need a lot of stamina, so VIT/PIE is an interesting stat...</li>
<li>Specialize: if you have two characters w/the Wiz spell books, have one of them focus on Fire and another on Water. Two fighters? Have one use swords and the other axes. You'll encounter lots of different situations and you'll be prepared for all.</li>
<li>Tired of insanity causing your otherwise reliable fighter types to shred your party in one round or before you can cure him? Enter the character screen and lock the weapons choice to his bow and remove the ammo to his personal inventory. You are now safe from any danger whatsoever.</li>
<li>Tired of being encountered by strong monsters who cast fireballs, breath fire, poison, etc., and - having two hitpoints left after the first turn - hoping, that the healing spells come fast enough in the second turn? Cast a Heal All spell in the *first* turn if you run into such monsters. (This often saved my party's lives!)
@ -70,8 +70,8 @@ alchemy bug/misfeature. it seems that mixing 2-5 stacked potions at once vs. 1 p
<li>Avoid weapons with 'to hit' penalties like the plague early in the game. You might think that lance with 7-21 damage and a 4% chance to insta kill looks dead cool compared to your awl pike, but that -2 to hit penalty will mean that you will end up doing far less damage in the long run. I know "-1 to hit" and "-2 to hit" do not sound like much, but I read them as "-10 weapon skill" and "-20 weapon skill" because that is more like what they are.</li>
<li>Watch out with profession changing stuff: if you are a gadgeteer, your omnigun will stop to develop... Only choose another profession wich has the same skills (basically) as the old one. For instance: a ninja uses alchemy and ranged combat, a ranger does too. They both require the same stats.</li>
<li>Locks with 8 tumblers need at least a skill of 75% locks & traps to even have a chance to open it... Knock-knocks (earth realm) really helps!</li>
<li>Also, your fighter could try to force the lock (STR based) wich may yust work. Watch out for traps while doing something like that!</li>
<li>The fountain with Lord Braffit in Arnika restores lost hit points (drained). Beware: only 3 uses troughout the WHOLE game!</li>
<li>Also, your fighter could try to force the lock (STR based) which may just work. Watch out for traps while doing something like that!</li>
<li>The fountain with Lord Braffit in Arnika restores lost hit points (drained). Beware: only 3 uses throughout the WHOLE game!</li>
<li>He'Li buys potions at a (slight) higher price than other NPC stores. </li>
<li>To Survive you will need protection from magic. Magic protection is hardly necessary for about the first third of the game, but when you do need it as the game </li>progresses - you need it A LOT. Magic protection varies, but the two main spells youll need are element shield and soul shield (and magic screen is highly recommended as well).</li>
</ul>
@ -82,15 +82,15 @@ alchemy bug/misfeature. it seems that mixing 2-5 stacked potions at once vs. 1 p
<li>Watch your Weight! Your weight limit should be white in color like the rest of your stats, if its blue your carrying to much and it adversely impacts your AC and attack rating (yellow is worse, red the worst). It will also drop your stamina when walking/running around. Note: you can always drop stuff and it wont disappear (just remember where you dropped though). </li>
<li>Running away is sometimes the only logical solution... Use flash powders to blind enemies or even KO them.</li>
<li>Save before encounters with powerfull NPCs. Not only to reload if your party failed but also to reload if the enemy didn't drop the stuff you wanted. Warning: to reload from chest contents, you'll need a savegame from entering the location (that's where the random contents are generated)... </li>
<li>Resting 3x (wich is 24 hours in-game) will result in restocked items in shops. Intresting note: spellbooks from Anna in Arnika!</li>
<li>Save before encounters with powerful NPCs. Not only to reload if your party failed but also to reload if the enemy didn't drop the stuff you wanted. Warning: to reload from chest contents, you'll need a savegame from entering the location (that's where the random contents are generated)... </li>
<li>Resting 3x (wich is 24 hours in-game) will result in restocked items in shops. Interesting note: spellbooks from Anna in Arnika!</li>
<li>You don't need to create a rogue in your party. When you get to Arnika, which you will do early in the game, the first NPC you meet is a rogue and he will join you. </li><li>There are only a few locked or trapped items in the Monastery, and they can be forced open with minor damage to the forcer. Also, a ninja, bard and gadgeteer all have the locks & traps skill. And there are +10/20% skill items in the game usable by non-skill-enabled professions.</li>
<li>Unless you're looking to fight as many battles as possible, don't camp too casually after every encounter. While you rest, monsters are still walking about, and new ones enter the region (i.e. they 'spawn')... Sometimes the roads will be overrun with bandit spawns, so keep your eyes out! You can also click on the camping screen to "wake" your party members. Sometimes they only need a 1-2 hour catnap (hehe especially for felpurrs) to recover fully.</li>
<li>When you try to pickpocket and it says that there's no more items on the target, just ignore it and continue pickpocketing, you'll see that there's much more stuff to get. Always pickpocket until it says there's no more items for 5 straight times.</li>
Too much stuff? Party dragging their packs around on the ground, your mage can barely lift her spellbook and everyone goes slo-mo in combat? Try storing your stuff in Arnika.. Since no one on Dominus *ever* sleeps, you can use the chest in Antone's bedroom, items never disappear when you leave an area...</li>
<li>Leave auto-save on, and use quick save as often as possible! It'll save your butt more than once.
To train your bard's music skill, take the viola in Arnika inn and charm npcs as much as possible (not the rapax as it may attack you if you fail).When you are out of stamina, rest and disturb quickly and your stamina is back! About 2-3 rest to gain a skill point.With about 2days of game time my lv 1 bard (previous rogue) has a music skill of 65.....</li>
<li>An easy way to gain a lot of experience is to wander around, camp a lot and yust kill every mob you see. The swamps / mines are a good place to go.</li>
<li>An easy way to gain a lot of experience is to wander around, camp a lot and just kill every mob you see. The swamps / mines are a good place to go.</li>
<li>When sharing items across characters in the inventory screen, ever wonder if you can simply /give/ an item to a different character without having to select that character first? Right-click on the target character instead of left-clicking!</li>
<li>When your in the inventory screen try holding down the CTRL key.</li>
<li>When deal with stacked items in the inventory screen try holding down the shift key and clicking on it takes 1 item out,2 for 2 clicks,3 for 3 clicks,etc.
@ -103,7 +103,7 @@ If you ever find yourself surrounded, kick a blind/terror Area of Effect spell i
<ul>
<li>The Valkryie's cheat death is stamina feuled. If your valk is getting low on life & you don't have healing abilities available to you/your healer doesn't have high enough initiative, then go ahead and have her take the hit; she will fall unconcious for a few rounds, but will have quite a bit more life than small healing abilities could do.</li>
<li>The Valkryie's cheat death is stamina fueled. If your valk is getting low on life & you don't have healing abilities available to you/your healer doesn't have high enough initiative, then go ahead and have her take the hit; she will fall unconscious for a few rounds, but will have quite a bit more life than small healing abilities could do.</li>
<li>Many people prefer disabling spells over damage spells in this game, because most of the parties I see are heavily melee-oriented. In a melee-oriented party part of the goal is to get close to the enemy to beat them down. Because of that goal, disabling spells are almost always a better option as they make situations safer, faster and more reliable. Damage spells tend to do much better when you have all spell-casters in your group (or very close)</li>
<li>Watch out with the search option on: enemies will surprise you easier! Cast detect secrets or recruit a ranger (scouting).</li>
<li>When shopping, often the store lists become disordered. You can fix that by simply selling a single item. The list is back in proper shape after the sale.

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@ -56,7 +56,7 @@
"articleSection" : "articles",
"name" : "Arcanum: Magick VS Tech",
"headline" : "Arcanum: Magick VS Tech - Jefklaks Codex",
"description" : "First things first: you are not reading this wrong, it&rsquo;s magick and not magic. In the world of Arcanum, that is. There&rsquo;s also no such thing as mana or spellbooks. Every single spell you learn comes trough {+SPs+) (Skill Points) which you&rsquo;ll have to invest into several magickal realms. A little bit like Diablo 2, except the fact that once you&rsquo;ve put 1 point into it, you can&rsquo;t raise it furter ot increase the power.",
"description" : "First things first: you are not reading this wrong, it&rsquo;s magick and not magic. In the world of Arcanum, that is. There&rsquo;s also no such thing as mana or spellbooks. Every single spell you learn comes trough {+SPs+) (Skill Points) which you&rsquo;ll have to invest into several magickal realms. A little bit like Diablo 2, except the fact that once you&rsquo;ve put 1 point into it, you can&rsquo;t raise it further to increase the power.",
"inLanguage" : "en-us",
"image": "https://jefklakscodex.com//img/games/Arcanum/logo.jpg",
@ -353,7 +353,7 @@ body, .content-column-content, h1, h2, h3, h4, h5, h6, .h1, .h2, .h3, .h4, .h5,
<p>First things first: you are not reading this wrong, it&rsquo;s magick and not magic. In the world of Arcanum, that is. There&rsquo;s also no such thing as mana or spellbooks. Every single spell you learn comes trough {+SPs+) (Skill Points) which you&rsquo;ll have to invest into several magickal realms. A little bit like Diablo 2, except the fact that once you&rsquo;ve put 1 point into it, you can&rsquo;t raise it furter ot increase the power. If you know Spell #1 in the Meta realm, you&rsquo;ll be able to &ldquo;purchase&rdquo; spell #2 from the same realm, if 1) you have a CP 2) your INT is at a minimum level to cast and 3) your WP is sufficient (each level differs).</p>
<p>First things first: you are not reading this wrong, it&rsquo;s magick and not magic. In the world of Arcanum, that is. There&rsquo;s also no such thing as mana or spellbooks. Every single spell you learn comes trough {+SPs+) (Skill Points) which you&rsquo;ll have to invest into several magickal realms. A little bit like Diablo 2, except the fact that once you&rsquo;ve put 1 point into it, you can&rsquo;t raise it further to increase the power. If you know Spell #1 in the Meta realm, you&rsquo;ll be able to &ldquo;purchase&rdquo; spell #2 from the same realm, if 1) you have a CP 2) your INT is at a minimum level to cast and 3) your WP is sufficient (each level differs).</p>
<h2 id="magick-advantages-realms">Magick: advantages &amp; realms</h2>
@ -363,12 +363,12 @@ Of course you won&rsquo;t be able to select more than 4 realms, simply because y
<p><img src="/img/games/Arcanum/magickuse.jpg"/>
<center>Magick Usage in Arcanum</center></p>
<p>Every single character troughout the whole game has a Magick/Tech Meter. If you invest points into schematics, which are technology, you&rsquo;ll align yourself more with all technological people by the values of the meter. If you can cast a lot of different spells, you&rsquo;ll have a magick meter. This way, a magick user with a high meter (usually a powerfull creature) won&rsquo;t be able to use any technological items, and vice versa. So, another advantage of magick-aligned users: you&rsquo;ll be able to wear magickal Armor/weapons!</p>
<p>Every single character throughout the whole game has a Magick/Tech Meter. If you invest points into schematics, which are technology, you&rsquo;ll align yourself more with all technological people by the values of the meter. If you can cast a lot of different spells, you&rsquo;ll have a magick meter. This way, a magick user with a high meter (usually a powerful creature) won&rsquo;t be able to use any technological items, and vice versa. So, another advantage of magick-aligned users: you&rsquo;ll be able to wear magickal Armor/weapons!</p>
<h2 id="technology-advantages-schematics">Technology: advantages &amp; schematics</h2>
<p>When your meter is fully tech-aligned, you&rsquo;ll encounter little problems which are quite annoying. Some examples: Virgil, the magickal aligned NPC which casts heal, will not be able to heal you anymore since those spells don&rsquo;t affect you at all. Very nice armor e.d. which have greatly increased AC for magickal users, will be as good as useless to you. Magickal smiths won&rsquo;t sell anything to you anymore. Not bad you think, you won&rsquo;t be able to use his stuff anyway? Wrong; you&rsquo;ll encounter a lot of magickal platemals which are useless but you NEED money and magickal smiths are the only ones who actually buy that stuff.
Conclusion: tech makes the game more difficult troughout 1) equipment and 2) money. The Third thing is damage.
<p>When your meter is fully tech-aligned, you&rsquo;ll encounter little problems which are quite annoying. Some examples: Virgil, the magickal aligned NPC which casts heal, will not be able to heal you anymore since those spells don&rsquo;t affect you at all. Very nice armor e.d. which have greatly increased AC for magickal users, will be as good as useless to you. Magickal smiths won&rsquo;t sell anything to you anymore. Not bad you think, you won&rsquo;t be able to use his stuff anyway? Wrong; you&rsquo;ll encounter a lot of magickal platemails which are useless but you NEED money and magickal smiths are the only ones who actually buy that stuff.
Conclusion: tech makes the game more difficult throughout 1) equipment and 2) money. The Third thing is damage.
Yes indeed, damage. There aren&rsquo;t many technological weapons, and if there are any good ones, they won&rsquo;t be enchanted because enchanting is magick. So, the only option you&rsquo;ll have left are guns. And that means carrying a LOT of bullets which cost a LOT of money and not being able to damage a lot per round in combat.</p>
<p><img src="/img/games/Arcanum/techuse.jpg"/>

View File

@ -80,7 +80,7 @@ Introduction to the cleric/ranger Since little non-playable and joinable charact
"copyrightHolder" : "Wouter Groeneveld",
"copyrightYear" : "2008",
"datePublished": "2008-04-30 00:00:00 &#43;0000 UTC",
"dateModified" : "2018-07-24 21:35:52 &#43;0200 CEST",
"dateModified" : "2019-07-31 08:47:02 &#43;0200 CEST",
"url" : "https://jefklakscodex.com/articles/bg2-clericranger/",
"wordCount" : "1116",
@ -346,7 +346,7 @@ body, .content-column-content, h1, h2, h3, h4, h5, h6, .h1, .h2, .h3, .h4, .h5,
<i class='fa fa-calendar'></i>&nbsp;30 April 2008
</span>&nbsp;|&nbsp;
<span title="Last Modified Date">
<i class='fa fa-calendar-check-o'></i>&nbsp;24 July 2018
<i class='fa fa-calendar-check-o'></i>&nbsp;31 July 2019
</span>
</span>
</h5>

View File

@ -48,7 +48,7 @@
"articleSection" : "articles",
"name" : "Captain Claw Review",
"headline" : "Captain Claw Review - Jefklaks Codex",
"description" : "Ah, 2D platformers. This genre disappeared after the DOS era on the PC. Also the consoles liked more the 3D platform games like hundreds of Mario 64 clones. There was almost never an attempt to revive the classic 2D sidescrolling action and add a few modern elements to it. Except for Monolith Productions of course! We know Monolith mostly from First Person games like the recent F.E.A.R. and of course the No One Lives Forever series.",
"description" : "Ah, 2D platformers. This genre disappeared after the DOS era on the PC. Also the consoles liked more the 3D platform games like hundreds of Mario 64 clones. There was almost never an attempt to revive the classic 2D side-scrolling action and add a few modern elements to it. Except for Monolith Productions of course! We know Monolith mostly from First Person games like the recent F.E.A.R. and of course the No One Lives Forever series.",
"inLanguage" : "en-us",
"image": "https://jefklakscodex.com//img/articles/captainclaw.jpg",
@ -321,44 +321,44 @@ body, .content-column-content, h1, h2, h3, h4, h5, h6, .h1, .h2, .h3, .h4, .h5,
<p><img src="/img/Guides/CaptainClaw.jpg"></p>
<p>Ah, 2D platformers. This genre disappeared after the DOS era on the PC. Also the consoles liked more the 3D platform games like hundreds of Mario 64 clones. There was almost never an attempt to revive the classic 2D sidescrolling action and add a few modern elements to it. Except for Monolith Productions of course! We know Monolith mostly from First Person games like the recent F.E.A.R. and of course the No One Lives Forever series. Claw was one of their first titles wich proved Monolith was quite capable of putting together a complete game package, even including a level editor and multiplayer options, in the PC world. Blood is probably the oldest known game from these devs. Hungry 2D platformes wich refuse to buy a decent handheld system to ease the pain will likely enjoy Captain Claw. Let&rsquo;s see what the game has to offer. (Or had&hellip;)</p>
<p>Ah, 2D platformers. This genre disappeared after the DOS era on the PC. Also the consoles liked more the 3D platform games like hundreds of Mario 64 clones. There was almost never an attempt to revive the classic 2D side-scrolling action and add a few modern elements to it. Except for Monolith Productions of course! We know Monolith mostly from First Person games like the recent F.E.A.R. and of course the No One Lives Forever series. Claw was one of their first titles which proved Monolith was quite capable of putting together a complete game package, even including a level editor and multiplayer options, in the PC world. Blood is probably the oldest known game from these developers. Hungry 2D platformes which refuse to buy a decent handheld system to ease the pain will likely enjoy Captain Claw. Let&rsquo;s see what the game has to offer. (Or had&hellip;)</p>
<p><img src="/img/games/CaptainClaw/screens/04_lvl4_duckbeforehit.jpg">
<center>Arrr, a pirate&rsquo;s life.</center></p>
<h3 id="act-i-level-i-escape-again">Act I, Level I. Escape!&hellip; Again?</h3>
<p>It immediately show that Claw will be an unique experience once you star the game. The Main Menu looks like a Pirate chest-hunting hand-drawn map. Indeed: Claw himself, the main character, is a super elite cat-pirate wich has to take on the Spanish Dog Armada during the inquisition period. Claw has to fight his way trough nine full acts to reclaim ancient lost treasure (jewels wich together create the Amulet of Nine Lives. How many lives did cats have in legends again?</p>
<p>It immediately show that Claw will be an unique experience once you star the game. The Main Menu looks like a Pirate chest-hunting hand-drawn map. Indeed: Claw himself, the main character, is a super elite cat-pirate which has to take on the Spanish Dog Armada during the inquisition period. Claw has to fight his way trough nine full acts to reclaim ancient lost treasure (jewels which together create the Amulet of Nine Lives. How many lives did cats have in legends again?</p>
<p>Every act is divided into two levels and at the end you&rsquo;ll have to face a boss. If you manage to stay alive, you&rsquo;ll be rewared with one of those nine jewels. If you don&rsquo;t&hellip; Ah, but a pirate won&rsquo;t be defeated that easy, won&rsquo;t he? Every stage breathes a fresh and unique air: a big fort, a wide forest area, the ship yard, &hellip; The music tunes on the background are very piratish and are quite suited for the game.</p>
<p>Every act is divided into two levels and at the end you&rsquo;ll have to face a boss. If you manage to stay alive, you&rsquo;ll be rewarded with one of those nine jewels. If you don&rsquo;t&hellip; Ah, but a pirate won&rsquo;t be defeated that easy, won&rsquo;t he? Every stage breathes a fresh and unique air: a big fort, a wide forest area, the ship yard, &hellip; The music tunes on the background are very pirate-ish and are quite suited for the game.</p>
<p><img src="/img/games/CaptainClaw/screens/08_lvl2_magicclaw.jpg">
<center>Hocus Pocus, Magic Claw!</center></p>
<p>During your search for the jewels, you will of course face several different enemies. Claw comes equipped with a pistol with a finite amounth of ammo, little dynamite bombs you can throw at platforms and a very powerful (but very limited) spell Magic Claw wich literally rips trough all enemies directly facing you. Hmm, did I forget something? Oh yeah, and of course one to rule them all: your blunt, crude but shiny pirate sword! When Claw attacks and the enemies are too close to use the rather big sword, he&rsquo;ll kick and punch instead. Very funny animations by the way.</p>
<p>During your search for the jewels, you will of course face several different enemies. Claw comes equipped with a pistol with a finite amount of ammo, little dynamite bombs you can throw at platforms and a very powerful (but very limited) spell Magic Claw which literally rips trough all enemies directly facing you. Hmm, did I forget something? Oh yeah, and of course one to rule them all: your blunt, crude but shiny pirate sword! When Claw attacks and the enemies are too close to use the rather big sword, he&rsquo;ll kick and punch instead. Very funny animations by the way.</p>
<p>Enemies drop loot after being defeated. Coins, golden crowns, King Staves, you name it. Next to treasure you&rsquo;ll also encounter some powerups troughout the level. A weapon powerup for your sword like Lightning Sword or Fire Sword usually has the same effect as your powerfull spell.</p>
<p>Enemies drop loot after being defeated. Coins, golden crowns, King Staves, you name it. Next to treasure you&rsquo;ll also encounter some powerups throughout the level. A weapon powerup for your sword like Lightning Sword or Fire Sword usually has the same effect as your powerful spell.</p>
<h3 id="my-cat-against-yours-let-s-do-it">My cat against yours, Let&rsquo;s do it.</h3>
<p><img src="/img/games/CaptainClaw/screens/10_lvl2_cannons.jpg">
<center>Learn to point, fool</center></p>
<p>A feature of this game wich stands out is the multiplayer possibility. Claw even has a built-in netplay module so you&rsquo;ll be able to battle or co-operate with your friends via the internet. Sadly Captain Claw still uses rather old methods to setup the connection: the out dated IPX method. But it&rsquo;s not impossible to play with your friends thanks to various wrapper scripts found on your beloved friend Google.
Bored with the standard levels? No problem, just make your own! Yes indeed, like in Jazz jackrabbit 2 you can make your own fully-featured levels and distribute them via the internet. By fully-featured, I mean fully: powerups, treasure, all kinds of platforms, background whistles, etc. Sadly, it is not possible to smash different levels into one complete package called an Act like the main game. Since there are only nine main themes available, the level tool might get boring after a while.</p>
<p>A feature of this game which stands out is the multiplayer possibility. Claw even has a built-in netplay module so you&rsquo;ll be able to battle or co-operate with your friends via the Internet. Sadly Captain Claw still uses rather old methods to setup the connection: the out dated IPX method. But it&rsquo;s not impossible to play with your friends thanks to various wrapper scripts found on your beloved friend Google.
Bored with the standard levels? No problem, just make your own! Yes indeed, like in Jazz jackrabbit 2 you can make your own fully-featured levels and distribute them via the Internet. By fully-featured, I mean fully: powerups, treasure, all kinds of platforms, background whistles, etc. Sadly, it is not possible to smash different levels into one complete package called an Act like the main game. Since there are only nine main themes available, the level tool might get boring after a while.</p>
<h3 id="oooh-a-cutscene">Oooh, a cutscene.</h3>
<h3 id="oooh-a-cut-scene">Oooh, a cut-scene.</h3>
<p><img src="/img/games/CaptainClaw/screens/13_lvl3_underground.jpg">
<center>A hidden path wich leads below ground</center></p>
<center>A hidden path which leads below ground</center></p>
<p>Between the different acts, you&rsquo;ll be rewarded with an impressive cutscrene. These little videos are animated wich expand the story of Claw&rsquo;s past and future. The screnes are very well animated and of high quality, after a while you really have the feeling you&rsquo;ve entered a pirate world and you&rsquo;re being chased by the inquisitors. After finishing an act, you can rewatch each cutscene via the Main Menu. Maybe Monolith should have made this game into a series of multiple ones&hellip; Ah well.</p>
<p>Between the different acts, you&rsquo;ll be rewarded with an impressive cut-scene. These little videos are animated which expand the story of Claw&rsquo;s past and future. The scenes are very well animated and of high quality, after a while you really have the feeling you&rsquo;ve entered a pirate world and you&rsquo;re being chased by the inquisitors. After finishing an act, you can re-watch each cut-scene via the Main Menu. Maybe Monolith should have made this game into a series of multiple ones&hellip; Ah well.</p>
<p>Now, what&rsquo;s less good about this game? Quite a difficult question. Except for the noticable short singleplayer adventure of course. The game does play easy at the beginning, you&rsquo;ll breeze trough the first few acts. But once you reach the Harbor, you&rsquo;ll encounter much smarter enemies and especially much trickier platforms. It&rsquo;s a platform game after all, don&rsquo;t forget. The bosses are generally tough nuts to crack (except the first few) too.</p>
<p>Now, what&rsquo;s less good about this game? Quite a difficult question. Except for the noticeable short single-player adventure of course. The game does play easy at the beginning, you&rsquo;ll breeze trough the first few acts. But once you reach the Harbor, you&rsquo;ll encounter much smarter enemies and especially much trickier platforms. It&rsquo;s a platform game after all, don&rsquo;t forget. The bosses are generally tough nuts to crack (except the first few) too.</p>
<h3 id="conclusion">Conclusion</h3>
<p>What has Captain Claw to offer? To a platform lover, everything. To a general gamer, an unique pirate experience with nice animated cutscenes and catchy tunes. Let&rsquo;s not forget the multiplayer possibilities and the custom map editor. And above all: &lsquo;treasure, arr!Too bad this game is very hard to track down these days, thanks to Wizard Works, the lousy publisher. The demo is still available at the offical Website!</p>
<p>What has Captain Claw to offer? To a platform lover, everything. To a general gamer, an unique pirate experience with nice animated cut-scenes and catchy tunes. Let&rsquo;s not forget the multi-player possibilities and the custom map editor. And above all: &lsquo;treasure, arr!Too bad this game is very hard to track down these days, thanks to Wizard Works, the lousy publisher. The demo is still available at the official Website!</p>
<hr/>

View File

@ -89,7 +89,7 @@
"datePublished": "2006-11-15 00:00:00 &#43;0000 UTC",
"dateModified" : "2018-05-19 15:07:53 &#43;0200 CEST",
"url" : "https://jefklakscodex.com/articles/gba-rpgs/",
"wordCount" : "1655",
"wordCount" : "1658",
"keywords" : [ "rpg concepts","Final Fantasy","Yggdra Union","Fire Emblem","Golden Sun","Tatics Ogre","Final Fantasy Tactics","Riviera","Impressive GBA RPGs" ]
@ -358,7 +358,7 @@ body, .content-column-content, h1, h2, h3, h4, h5, h6, .h1, .h2, .h3, .h4, .h5,
<p>Of course no console or handheld&rsquo;s RPG collection is truly complete without any <a href="/tags/final-fantasy">Final Fantasy</a> spin-off or port. The Japanese GBA library today includes FF I and II: Dawn of Souls, FF IV, FF V and FF VI. The last one will be released within a few months in the USA. The only missing Final Fantasy number is III, which is ported and recreated to the DS. I and II are bundled together in a complete package. But this package is mostly for FF lovers out there, because the game lacks pacing and the battle sequences are ridiculously easy compared to other Squaresoft games. IV suffers from little annoying glitches, the port is not so well-polished as we had hoped.</p>
<p>This leaves us with V and VI. Most people would probably agree VI is the superiour one and one of the best FF games in the series. But you can&rsquo;t play it yet on your GBA unless you&rsquo;re Japanese. Final Fantasy V includes a complex job system first introduced in III, similar to Final Fantasy Tactics. You can swap jobs and keep certain special abilities, this enables you to build the ultimate magic swordsman. Good enough for more than 30 hours of handheld Roleplaying goodness. If you&rsquo;re looking for a handheld FF game, V is the game to get.</p>
<p>This leaves us with V and VI. Most people would probably agree VI is the superior one and one of the best FF games in the series. But you can&rsquo;t play it yet on your GBA unless you&rsquo;re Japanese. Final Fantasy V includes a complex job system first introduced in III, similar to Final Fantasy Tactics. You can swap jobs and keep certain special abilities, this enables you to build the ultimate magic swordsman. Good enough for more than 30 hours of handheld Roleplaying goodness. If you&rsquo;re looking for a handheld FF game, V is the game to get.</p>
<p><img src="/img/articles/gbarpg_fire.jpg"/>
<center>Fire Emblem and Sacred Stones on the GBA. Thank you Intelligent Systems!</center></p>
@ -367,14 +367,14 @@ body, .content-column-content, h1, h2, h3, h4, h5, h6, .h1, .h2, .h3, .h4, .h5,
<p>Two Fire Emblem games made it to the Gameboy Advance, and even Europe (woah! We get something good&hellip;) and one recently to the Nintendo Gamecube. Because of the overall lacking Strategy RPG games on the GBA, FE was more than welcome and <a href="http://www.gamerankings.com/htmlpages2/468480.asp?q=fire%20emblem">it shows</a>. Both games are excellent and very well suited for mobile gaming, although some missions tend to be quite long. Thank you sleep mode. Sacred stones is arguably an overall better game due to the small class tweaks but it&rsquo;s a lot harder than the first GBA game.</p>
<p>Developing your main assault team is one of the highlights of the game. It&rsquo;s so satisfactional to transform a regular soldier into a sword master <strong>+33% critical hits</strong>? Hell yeah! But watch out though: once a character dies, you won&rsquo;t be seeing that one in the future: once dead always gone. Choosing between both games can be difficult, but I&rsquo;d be safe to say both are very good GBA picks. If you never played any Fire Emblem game before, pick up the regular one (<strong>Fire Emblem</strong>, without the subtitle. In Japan, more than 4 FE games were released on SNES and sadly never translated).</p>
<p>Developing your main assault team is one of the highlights of the game. It gives a lot of satisfaction to transform a regular soldier into a sword master <strong>+33% critical hits</strong>? Hell yeah! But watch out though: once a character dies, you won&rsquo;t be seeing that one in the future: once dead always gone. Choosing between both games can be difficult, but I&rsquo;d be safe to say both are very good GBA picks. If you never played any Fire Emblem game before, pick up the regular one (<strong>Fire Emblem</strong>, without the subtitle. In Japan, more than 4 FE games were released on SNES and sadly never translated).</p>
<p><img src="/img/articles/gbarpg_TO.jpg"/>
<center>Tactics Ogre: Knights of Lodis and Final Fantasy Tactics Advance</center></p>
<p>One of the underdog highlights of the whole Gameboy Advance library is without a doubt Atlus&rsquo; Tactics Ogre: Knights of Lodis. Before we continue to hail the game, let&rsquo;s straighten up one thing: No, it&rsquo;s not better than Tactics Ogre: Let us Cling Together. But yes, it&rsquo;s one of the best time-soaking GBA games. Especially if you love turn-based Strategy RPGs or like to customize your characters. Sadly, the game was never published in Europe, but I doubt that would dramatically increase the game sales. It&rsquo;s one of those freaky <strong>hardcore</strong> in-it or lose-it games.</p>
<p>There is so much unseen depth kindly weaven into the game it almost blows my mind. You basically play it like any other Strategy RPG game: by taking turns and eliminating the enemy troops. But on the way you can cast devious spells to distract distant enemies or hire hawkmen to swiftly fly over hills, positioning them out of range and firing arrows without taking any hits. The only downside about TO is the overall slow gameplay: movement animations advance kind of slow and playing just one battle can easily take up to two hours. That&rsquo;s also an advantage of course.</p>
<p>There is so much unseen depth kindly woven into the game it almost blows my mind. You basically play it like any other Strategy RPG game: by taking turns and eliminating the enemy troops. But on the way you can cast devious spells to distract distant enemies or hire hawkmen to swiftly fly over hills, positioning them out of range and firing arrows without taking any hits. The only downside about TO is the overall slow gameplay: movement animations advance kind of slow and playing just one battle can easily take up to two hours. That&rsquo;s also an advantage of course.</p>
<p>And then there&rsquo;s Final Fantasy Tactics Advance (FFTA). As you can see, the game borrows most of the graphics and gameplay mechanics directly from TO (no wonder, most of the team members were shifted onto developing FFTA). Indeed, FFTA mostly plays the same (yay!) but Squaresoft managed to screw up the gameplay real good by adding judges and judge cards (nay!). For instance, after entering a battle, there&rsquo;s a card which says &ldquo;<strong>Forbidden Bladed weapons</strong>&rdquo;. If someone (including the enemy) attacks using a sword or katana, you&rsquo;ll get a yellow card. After 2 yellow cards you get thrown into jail and your buddies can go bribe you out. Fascinatingly frustrating, especially on missions where enemies are beasts and there&rsquo;s a &ldquo;<strong>Forbidden beast damage</strong>&rdquo; card.</p>
@ -383,22 +383,22 @@ body, .content-column-content, h1, h2, h3, h4, h5, h6, .h1, .h2, .h3, .h4, .h5,
<p><img src="/img/articles/gbarpg_union.jpg"/>
<center>Yggdra Union and Riviera: The Promised Land</center></p>
<p>Sting&rsquo;s GBA debut, <a href="/tags/riviera">Riviera: The Promised Land</a>, is in it&rsquo;s heart a Strategy Roleplaying game. But it utilizes some very weird and uncommon gameplay mechanics - that&rsquo;s not directly a bad thing. Once on a mission, you travel through many set scenes without directly controlling the protagonist. How&rsquo;s that? Say you landed on a deep forest. There are 4 &ldquo;<strong>actions</strong>&rdquo; to do: <strong>Look at grass</strong>, <strong>Go North/East</strong> and <strong>Open Chest</strong>. By executing one of those actions you lose action points (which can obviously be refilled). The grass may reveal a hidden item, but may contain a poisonous snake. Same story for the chest. This makes Riviera very liniar (there are some secret places all right) but at the same time makes the game more enjoyable for a handheld system to play in quick bursts.</p>
<p>Sting&rsquo;s GBA debut, <a href="/tags/riviera">Riviera: The Promised Land</a>, is in it&rsquo;s heart a Strategy Roleplaying game. But it utilizes some very weird and uncommon gameplay mechanics - that&rsquo;s not directly a bad thing. Once on a mission, you travel through many set scenes without directly controlling the protagonist. How&rsquo;s that? Say you landed on a deep forest. There are 4 &ldquo;<strong>actions</strong>&rdquo; to do: <strong>Look at grass</strong>, <strong>Go North/East</strong> and <strong>Open Chest</strong>. By executing one of those actions you lose action points (which can obviously be refilled). The grass may reveal a hidden item, but may contain a poisonous snake. Same story for the chest. This makes Riviera very linear (there are some secret places all right) but at the same time makes the game more enjoyable for a handheld system to play in quick bursts.</p>
<p>Once you&rsquo;ve entered the battlefield, you can assign up to four members to fight (north/east/south/west) and up to four items to fight with. Every time you use an item, the item&rsquo;s durability counter decreases by one. If the counter hits zero, the item is gone forever. That sounds quite awkward and it really is: don&rsquo;t directly use all your powerful items before any boss encounter! The bad part about the whole item stuff is you can only carry 30 items at a time and you cannot sell any of them! In towns, navigation is the same as the missions, with unlimited action points.</p>
<p>On the other hand, there&rsquo;s the very recent Yggdra Union: We&rsquo;ll Never Fight Alone Strategy RPG game, also from Sting, published by our God Atlus. The game is a Tactical RPG in the vein of the Fire Emblem games, with an overhead view of a 2D map, managing miniture versions of your units. However, aside from the map view, it is quite different. A card system dictating your movement and potential skills plays into both enemy and ally turns, as well as the &ldquo;Union&rdquo; formation system, in which massive battles can take place between several platoons.</p>
<p>On the other hand, there&rsquo;s the very recent Yggdra Union: We&rsquo;ll Never Fight Alone Strategy RPG game, also from Sting, published by our God Atlus. The game is a Tactical RPG in the vein of the Fire Emblem games, with an overhead view of a 2D map, managing miniature versions of your units. However, aside from the map view, it is quite different. A card system dictating your movement and potential skills plays into both enemy and ally turns, as well as the &ldquo;Union&rdquo; formation system, in which massive battles can take place between several platoons.</p>
<p>Both games are quite different than traditional SRPG handheld or console games and both games have the same extremely high quality audio and amazingly done sprite work. If you&rsquo;re looking for something different than Fire Emblem, but still utilizing the same core thoughts, definitely consider Yggdra Union.</p>
<p><img src="/img/articles/gbarpg_sun.jpg"/>
<center>Golden Sun 1 and 2: the Lost Age.</center></p>
<p>Camelot&rsquo;s attempt on a traditional/retro console Roleplaying game was very Enthusiasticly received back in 2001. Golden Sun is in essence a contemporary presentation of the traditional console role-playing game formula, where the player guides a cast of four characters as they journey through a fantasy-themed game world and interact with various Non playing Characters. Golden Sun also &ldquo;<strong>features</strong>&rdquo; random battles (good or not), just like the Final Fantasy and Dragon Quest series. One of the strongest points of the Golden Sun series is the stronly embedded puzzle aspect of the game.</p>
<p>Camelot&rsquo;s attempt on a traditional/retro console Roleplaying game was very Enthusiastically received back in 2001. Golden Sun is in essence a contemporary presentation of the traditional console role-playing game formula, where the player guides a cast of four characters as they journey through a fantasy-themed game world and interact with various Non playing Characters. Golden Sun also &ldquo;<strong>features</strong>&rdquo; random battles (good or not), just like the Final Fantasy and Dragon Quest series. One of the strongest points of the Golden Sun series is the strongly embedded puzzle aspect of the game.</p>
<p>Many of these puzzles revolve heavily around the usage of the games resident form of magic spells, &ldquo;<strong>Psynergy.</strong>&rdquo;. Whereas most other RPGs limit the usage of their forms of magic to battles as offensive and defensive measures, Psynergy spells can be used both for battle and for solving puzzles in the games locales. By far the most important element in Golden Sun to differentiate it from other RPGs is the collecting and manipulation of magical creatures called Djinn. These Djinn creatures can be found everywhere in the Golden Sun world and can severely change your battle strategies, as you can of course use them to empower your Psynergy spells during fights.</p>
<p>The Golden Sun games met really strong reviews. Many praised the game&rsquo;s vibrant graphics, high-quality sound, and varied, refined RPG gameplay, with particular optimism on the Djinn-based gameplay system and Battle aspect. Of course all Sting games include far more superiour graphics and sound, but Golden Sun was released five years ago and still plays strong.</p>
<p>The Golden Sun games met really strong reviews. Many praised the game&rsquo;s vibrant graphics, high-quality sound, and varied, refined RPG gameplay, with particular optimism on the Djinn-based gameplay system and Battle aspect. Of course all Sting games include far more superior graphics and sound, but Golden Sun was released five years ago and still plays strong.</p>
<p><strong>Addendum</strong>: To be continued with Mario &amp; Luigi: Superstar Saga e.a.!</p>

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@ -111,7 +111,7 @@ Introduction to the cleric/ranger Since little non-playable and joinable charact
<pubDate>Sun, 17 Jun 2007 00:00:00 +0000</pubDate>
<author>wouter.groeneveld@gmail.com (Wouter Groeneveld)</author>
<guid>https://jefklakscodex.com/articles/wizardry8-tips/</guid>
<description>Legal notice: Most tips, tricks, howtos and guides are - not - originally created by me. They are scattered troughout the internet, and this site contains a bunch of information found on other sites. Therefore, I am not responsible for any wrong information, or grammatical faults. If anybody notices his own text and would like to have it removed, please email me!
<description>Legal notice: Most tips, tricks, howtos and guides are - not - originally created by me. They are scattered throughout the Internet, and this site contains a bunch of information found on other sites. Therefore, I am not responsible for any wrong information, or grammatical faults. If anybody notices his own text and would like to have it removed, please email me!
A warm welcome to you, stranger.</description>
</item>
@ -131,7 +131,7 @@ Introduction to the cleric/ranger Since little non-playable and joinable charact
<pubDate>Fri, 30 Mar 2007 00:00:00 +0000</pubDate>
<author>wouter.groeneveld@gmail.com (Wouter Groeneveld)</author>
<guid>https://jefklakscodex.com/articles/arcanum-magick-vs-tech/</guid>
<description>First things first: you are not reading this wrong, it&amp;rsquo;s magick and not magic. In the world of Arcanum, that is. There&amp;rsquo;s also no such thing as mana or spellbooks. Every single spell you learn comes trough {+SPs+) (Skill Points) which you&amp;rsquo;ll have to invest into several magickal realms. A little bit like Diablo 2, except the fact that once you&amp;rsquo;ve put 1 point into it, you can&amp;rsquo;t raise it furter ot increase the power.</description>
<description>First things first: you are not reading this wrong, it&amp;rsquo;s magick and not magic. In the world of Arcanum, that is. There&amp;rsquo;s also no such thing as mana or spellbooks. Every single spell you learn comes trough {+SPs+) (Skill Points) which you&amp;rsquo;ll have to invest into several magickal realms. A little bit like Diablo 2, except the fact that once you&amp;rsquo;ve put 1 point into it, you can&amp;rsquo;t raise it further to increase the power.</description>
</item>
<item>
@ -257,7 +257,7 @@ All credits go to Xyx, Alson and Littiz for their Spell Reference Guide!</descri
<pubDate>Thu, 04 Jan 2007 00:00:00 +0000</pubDate>
<author>wouter.groeneveld@gmail.com (Wouter Groeneveld)</author>
<guid>https://jefklakscodex.com/articles/rpg-concepts-items/</guid>
<description>Items present in the World Did you ever play an RPG, wondering why the world is so empty? Do you ever wonder, while entering a noble house without any real permission, why all closets are empty or not even openable? If you happen to like looting everybody&amp;rsquo;s treasure chests, bepare to be disappointed as some wealthy NPCs keep two single gold pieces in them. Wow! The RPG world &amp;ldquo;contents&amp;rdquo; should also reflect the current neighbourhood you&amp;rsquo;re travelling in.</description>
<description>Items present in the World Did you ever play an RPG, wondering why the world is so empty? Do you ever wonder, while entering a noble house without any real permission, why all closets are empty or not even openable? If you happen to like looting everybody&amp;rsquo;s treasure chests, bepare to be disappointed as some wealthy NPCs keep two single gold pieces in them. Wow! The RPG world &amp;ldquo;contents&amp;rdquo; should also reflect the current neighborhood you&amp;rsquo;re traveling in.</description>
</item>
<item>
@ -267,7 +267,7 @@ All credits go to Xyx, Alson and Littiz for their Spell Reference Guide!</descri
<author>wouter.groeneveld@gmail.com (Wouter Groeneveld)</author>
<guid>https://jefklakscodex.com/articles/rpg-concepts-npcs/</guid>
<description>Watch the NPC Reaction video tests! &amp;gt;&amp;gt;
An NPC is basically a character not controlled by the player, who can be of great importance during the many main or side quests. NPCs vary in importance and placement: they can either be annoying and usesless or interesting and useful. Many Roleplaying games only give the most important NPCs something useful to say or do. Talking to other characters makes no sense since they only answer with one of the standard sentences: &amp;ldquo;oh, you&amp;rsquo;re the princess!</description>
An NPC is basically a character not controlled by the player, who can be of great importance during the many main or side quests. NPCs vary in importance and placement: they can either be annoying and useless or interesting and useful. Many Role-playing games only give the most important NPCs something useful to say or do. Talking to other characters makes no sense since they only answer with one of the standard sentences: &amp;ldquo;oh, you&amp;rsquo;re the princess!</description>
</item>
<item>
@ -388,7 +388,7 @@ Every year an article pops up about Adventure games and the death of the genre a
<pubDate>Thu, 05 Oct 2006 00:00:00 +0000</pubDate>
<author>wouter.groeneveld@gmail.com (Wouter Groeneveld)</author>
<guid>https://jefklakscodex.com/articles/captian-claw-review/</guid>
<description>Ah, 2D platformers. This genre disappeared after the DOS era on the PC. Also the consoles liked more the 3D platform games like hundreds of Mario 64 clones. There was almost never an attempt to revive the classic 2D sidescrolling action and add a few modern elements to it. Except for Monolith Productions of course! We know Monolith mostly from First Person games like the recent F.E.A.R. and of course the No One Lives Forever series.</description>
<description>Ah, 2D platformers. This genre disappeared after the DOS era on the PC. Also the consoles liked more the 3D platform games like hundreds of Mario 64 clones. There was almost never an attempt to revive the classic 2D side-scrolling action and add a few modern elements to it. Except for Monolith Productions of course! We know Monolith mostly from First Person games like the recent F.E.A.R. and of course the No One Lives Forever series.</description>
</item>
<item>

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@ -66,7 +66,7 @@
"articleSection" : "articles",
"name" : "RPG Concepts: Items",
"headline" : "RPG Concepts: Items - Jefklaks Codex",
"description" : "Items present in the World Did you ever play an RPG, wondering why the world is so empty? Do you ever wonder, while entering a noble house without any real permission, why all closets are empty or not even openable? If you happen to like looting everybody&rsquo;s treasure chests, bepare to be disappointed as some wealthy NPCs keep two single gold pieces in them. Wow! The RPG world &ldquo;contents&rdquo; should also reflect the current neighbourhood you&rsquo;re travelling in.",
"description" : "Items present in the World Did you ever play an RPG, wondering why the world is so empty? Do you ever wonder, while entering a noble house without any real permission, why all closets are empty or not even openable? If you happen to like looting everybody&rsquo;s treasure chests, bepare to be disappointed as some wealthy NPCs keep two single gold pieces in them. Wow! The RPG world &ldquo;contents&rdquo; should also reflect the current neighborhood you&rsquo;re traveling in.",
"inLanguage" : "en-us",
"image": "https://jefklakscodex.com//img/articles/RPG-world_ultima.jpg",
@ -367,9 +367,9 @@ body, .content-column-content, h1, h2, h3, h4, h5, h6, .h1, .h2, .h3, .h4, .h5,
<h3 id="items-present-in-the-world">Items present in the World</h3>
<p>Did you ever play an RPG, wondering why the world is so empty? Do you ever wonder, while entering a noble house without any real permission, why all closets are empty or not even openable? If you happen to like looting everybody&rsquo;s treasure chests, bepare to be disappointed as some wealthy NPCs keep two single gold pieces in them. Wow! The RPG world &ldquo;contents&rdquo; should also reflect the current neighbourhood you&rsquo;re travelling in. Every little item must have a purpose to make the environment more believable. The more you can interact with objects, the better. Of course this concept should not be implemented as a mere gimmick.</p>
<p>Did you ever play an RPG, wondering why the world is so empty? Do you ever wonder, while entering a noble house without any real permission, why all closets are empty or not even openable? If you happen to like looting everybody&rsquo;s treasure chests, bepare to be disappointed as some wealthy NPCs keep two single gold pieces in them. Wow! The RPG world &ldquo;contents&rdquo; should also reflect the current neighborhood you&rsquo;re traveling in. Every little item must have a purpose to make the environment more believable. The more you can interact with objects, the better. Of course this concept should not be implemented as a mere gimmick.</p>
<p>Let&rsquo;s start with an excellent example. In Larian&rsquo;s first Roleplaying game called Divine Divinity, it was even possible to move closets and chairs and beds. If you really wanted to, you could carry some furniture along with you. Of course that does not really make any sense, unless it&rsquo;s used in a useful way. And it is: carrying a bedroll will enable you to rest out in the wilderness. You can also grab various types of food, normally only used for display purposes. Every single closet has an interesting item for you, with some value to it. Libraries contain enourmous amounths of books (or rather scrolls), which are interesting to read. Baldur&rsquo;s Gate 2 enabled you to learn about the game&rsquo;s history via these very same scrolls. Too bad DivDiv&rsquo;s randomized content system didn&rsquo;t work out very well since most stuff was severly underpowered.</p>
<p>Let&rsquo;s start with an excellent example. In Larian&rsquo;s first Roleplaying game called Divine Divinity, it was even possible to move closets and chairs and beds. If you really wanted to, you could carry some furniture along with you. Of course that does not really make any sense, unless it&rsquo;s used in a useful way. And it is: carrying a bedroll will enable you to rest out in the wilderness. You can also grab various types of food, normally only used for display purposes. Every single closet has an interesting item for you, with some value to it. Libraries contain enormous amounts of books (or rather scrolls), which are interesting to read. Baldur&rsquo;s Gate 2 enabled you to learn about the game&rsquo;s history via these very same scrolls. Too bad DivDiv&rsquo;s randomized content system didn&rsquo;t work out very well since most stuff was severely underpowered.</p>
<p><img src="/img/articles/RPG-world_divdiv.jpg">
<center>Yes you can steal bread. Would you want to?</center></p>
@ -382,28 +382,28 @@ body, .content-column-content, h1, h2, h3, h4, h5, h6, .h1, .h2, .h3, .h4, .h5,
<p>In contrast, there are more than enough recent RPGs which kindly ignore the &ldquo;careful item placement&rdquo; concept. One example might be Troika&rsquo;s Temple of Elemental Evil. I love exploring towns and houses, but this game laughed at me while I repeatedly tried to open some closets or chests next to beds. You simply can&rsquo;t open them! They are part of the background. Yes there still are chests enough in dungeons, and ToEE is mainly a dungeon RPG since most of the time will be spent in the Temple. But still&hellip; The temple itself contains many large area&rsquo;s with cupboards and other interesting objects. All part of the pre-rendered background. There goes my <a href="/tags/baldurs-gate-2/">Baldur&rsquo;s Gate</a>-style exploring addiction. Even in all other Infinity Engine games, you could open drawers or check barrels.</p>
<p>Of course it would be impossible to place interesting and relevant items in all houses, spread across all towns, especially in very large worlds like Amn. Waukeen&rsquo;s Promenade in Athkatla has enough nearly empty houses. But every house is still accessible, and every house contains at least one container, with set loot. A couple of gold coins, some potions or sometimes even gems. This makes visiting non-interesting area&rsquo;s worthwile. At least for me.</p>
<p>Of course it would be impossible to place interesting and relevant items in all houses, spread across all towns, especially in very large worlds like Amn. Waukeen&rsquo;s Promenade in Athkatla has enough nearly empty houses. But every house is still accessible, and every house contains at least one container, with set loot. A couple of gold coins, some potions or sometimes even gems. This makes visiting non-interesting area&rsquo;s worthwhile. At least for me.</p>
<p><img src="/img/articles/RPG-world_toee.jpg">
<center> Left: Temple of Elemental Evil. Right: Icewind Dale II.</center></p>
<h3 id="scripted-or-randomized-content">Scripted or Randomized content?</h3>
<p>Generating randomized content could be done, but most games failed using this technique. Let&rsquo;s take a look at Sacred, for example. Most Hack &amp; Slash games strongly favour randomized content - and there&rsquo;s nothing wrong with that. Sacred includes, like most other games, class-specific items. &ldquo;Oh good!&rdquo;. Yes indeed, unless you keep on encountering Paladin armor if you are playing as a Dark Elf. These parameters should at least be used while generating items, although obviously not while playing a multiplayer game. Well, that&rsquo;s not the worst part, you can simply sell items you cannot equip, right? Right. But what to do with all that gold? Buy new items you can equip! Right. Unless the weapon store constantly restocks with low level items. I used a dual bladed weapon for 20 levels straight, because all encountered shops stocked junk and all items in various containers were unusable.</p>
<p>Generating randomized content could be done, but most games failed using this technique. Let&rsquo;s take a look at Sacred, for example. Most Hack &amp; Slash games strongly favor randomized content - and there&rsquo;s nothing wrong with that. Sacred includes, like most other games, class-specific items. &ldquo;Oh good!&rdquo;. Yes indeed, unless you keep on encountering Paladin armor if you are playing as a Dark Elf. These parameters should at least be used while generating items, although obviously not while playing a multi-player game. Well, that&rsquo;s not the worst part, you can simply sell items you cannot equip, right? Right. But what to do with all that gold? Buy new items you can equip! Right. Unless the weapon store constantly restocks with low level items. I used a dual bladed weapon for 20 levels straight, because all encountered shops stocked junk and all items in various containers were unusable.</p>
<p>Neverwinter Nights also uses scripts to generate container contents. Most boxes or low level chests placed in towns or area&rsquo;s contain generic non-interesting equipment, also found in normal stores. The most powerful items are set items, as always. BioWare too seems to have embraced the randomized content technique: see the Infinite Dungeons module. In Wizardry 8, almost every chest containts randomly generated items, but this principle is done slightly different. Every chest has a limited amounth of set items with a possibility percentage. Upon entering the area, the content is generated by picking items from this list. This method prevents every non-set chest from containing the same &ldquo;junk items&rdquo;. Many of the most powerful weapons can be found in these chests, if you are lucky (Rapax King&rsquo;s Chest, Davy Jones Locker, &hellip;)</p>
<p>Neverwinter Nights also uses scripts to generate container contents. Most boxes or low level chests placed in towns or area&rsquo;s contain generic non-interesting equipment, also found in normal stores. The most powerful items are set items, as always. BioWare too seems to have embraced the randomized content technique: see the Infinite Dungeons module. In Wizardry 8, almost every chest contains randomly generated items, but this principle is done slightly different. Every chest has a limited amount of set items with a possibility percentage. Upon entering the area, the content is generated by picking items from this list. This method prevents every non-set chest from containing the same &ldquo;junk items&rdquo;. Many of the most powerful weapons can be found in these chests, if you are lucky (Rapax King&rsquo;s Chest, Davy Jones Locker, &hellip;)</p>
<p><img src="/img/articles/RPG-world_bluedragon.jpg">
<center>Blue Dragon&rsquo;s World invites you to check every single stone for items.</center></p>
<p>Console Roleplaying games typically endorse placement of less items in better context. Especially with the old but still mainly present Overworld system, you won&rsquo;t find anything of interest there, except in a very limited amounth of set chests. Dragon Quest VIII for example delivers a solid job creating busy and beatiful towns with many hidden items to discover in closets and vases. But once you explore further and exit the town, the overworld has almost nothing to offer, except set chests in semi-hidden locations and monster drops. Utilizing a little too high randomized battle rate, chest hunting can get very frustrating.</p>
<p>Console Roleplaying games typically endorse placement of less items in better context. Especially with the old but still mainly present Overworld system, you won&rsquo;t find anything of interest there, except in a very limited amount of set chests. Dragon Quest VIII for example delivers a solid job creating busy and beautiful towns with many hidden items to discover in closets and vases. But once you explore further and exit the town, the over-world has almost nothing to offer, except set chests in semi-hidden locations and monster drops. Utilizing a little too high randomized battle rate, chest hunting can get very frustrating.</p>
<p>The upcoming X360 RPG called Blue Dragon makes these random encounters and fairly empty overworlds less of a pain by including (again randomized) items in and under various objects. Almost every single stone in the overworld can be pushed aside and almost every container can be opened. However, this does make the game very easy as you&rsquo;re never short on cash or potions. And every item aquired this way comes from the same item pool, meaning most stuff is useless. All best equipment pieces are again set items&hellip;</p>
<p>The upcoming X360 RPG called Blue Dragon makes these random encounters and fairly empty over-worlds less of a pain by including (again randomized) items in and under various objects. Almost every single stone in the over-world can be pushed aside and almost every container can be opened. However, this does make the game very easy as you&rsquo;re never short on cash or potions. And every item acquired this way comes from the same item pool, meaning most stuff is useless. All best equipment pieces are again set items&hellip;</p>
<p><strong>Avoid at all costs:</strong></p>
<ul>
<li>Avoid not openable containers.</li>
<li>Avoid not open-able containers.</li>
<li>Avoid the &ldquo;junk randomized item content&rdquo; system.</li>
<li>Avoid scripting the best items (although debatable)</li>
</ul>
@ -421,7 +421,7 @@ Most Console jRPGs (DQ8 is decent thanks to the towns)</li>
<ul>
<li>Ultima VII (Released in 1992, one of the first games to heavily utilize item placement correctly)</li>
<li>Wizardry 8, again (randomized but from a set pool, all best items too)</li>
<li>Infinity Engine games (all containers produce something worthwile)</li>
<li>Infinity Engine games (all containers produce something worthwhile)</li>
<li>Divine Divinity (although the contents itself isn&rsquo;t that great)</li>
<li>Arcanum (Several not usable items spread but combinable through Schematics)</li>
</ul>

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@ -67,7 +67,7 @@
"name" : "RPG Concepts: NPCS",
"headline" : "RPG Concepts: NPCS - Jefklaks Codex",
"description" : "Watch the NPC Reaction video tests! &gt;&gt;
An NPC is basically a character not controlled by the player, who can be of great importance during the many main or side quests. NPCs vary in importance and placement: they can either be annoying and usesless or interesting and useful. Many Roleplaying games only give the most important NPCs something useful to say or do. Talking to other characters makes no sense since they only answer with one of the standard sentences: &ldquo;oh, you&rsquo;re the princess!",
An NPC is basically a character not controlled by the player, who can be of great importance during the many main or side quests. NPCs vary in importance and placement: they can either be annoying and useless or interesting and useful. Many Role-playing games only give the most important NPCs something useful to say or do. Talking to other characters makes no sense since they only answer with one of the standard sentences: &ldquo;oh, you&rsquo;re the princess!",
"inLanguage" : "en-us",
"image": "https://jefklakscodex.com//img/articles/rpg-npc_blocking.gif",
@ -368,13 +368,13 @@ body, .content-column-content, h1, h2, h3, h4, h5, h6, .h1, .h2, .h3, .h4, .h5,
<p><a class="internal" data-to="#vids">Watch the NPC Reaction video tests! &gt;&gt;</a></p>
<p>An NPC is basically a character not controlled by the player, who can be of great importance during the many main or side quests. NPCs vary in importance and placement: they can either be annoying and usesless or interesting and useful. Many Roleplaying games only give the most important NPCs something useful to say or do. Talking to other characters makes no sense since they only answer with one of the standard sentences: &ldquo;oh, you&rsquo;re the princess!&rdquo; or &ldquo;good weather, isn&rsquo;t it?&rdquo;. This concept destroys the whole roleplaying experience since it transforms roleplaying into trying to find the right character to chat with, without any interest to other local inhabitants.</p>
<p>An NPC is basically a character not controlled by the player, who can be of great importance during the many main or side quests. NPCs vary in importance and placement: they can either be annoying and useless or interesting and useful. Many Role-playing games only give the most important NPCs something useful to say or do. Talking to other characters makes no sense since they only answer with one of the standard sentences: &ldquo;oh, you&rsquo;re the princess!&rdquo; or &ldquo;good weather, isn&rsquo;t it?&rdquo;. This concept destroys the whole role-playing experience since it transforms role-playing into trying to find the right character to chat with, without any interest to other local inhabitants.</p>
<p><img src="/img/articles/rpg-npc_blocking.gif"/></p>
<p>Everyone probably already encountered a couple of NPCs just standing there, doing nothing. When you talk to them, they respond with &ldquo;hiya stranger&rdquo;. When you talk to them again, they repeat that exact same sentence. After the tenth time of &ldquo;hiya stranger&rdquo; you begin to wonder whether the person was on drugs or not. What is the purpose of this NPC? Exactly: a useless object to fill the otherwise void space. Players can enjoy a &ldquo;guess who holds the quest&rdquo; puzzle. Things get even worse when each NPC is called &ldquo;stranger x&rdquo; or &ldquo;villager y&rdquo;. This does not give them any personality and give you even less reasons to replay the game since the living world feels artificial and dead. There&rsquo;s a difficult balance to be kept within a city full of NPCs: do you want extreme activity but soulless beings or a less crowded area, where everyone has their own personality and interesting story?</p>
<p>Labelling NPCs in a RPG can also be quite challenging. In Sacred for instance, people actually bearing a quest (defined useful) have an exclamation mark floating above their head. &ldquo;Good, no more randomly clicking on stupid inhabitants, right!&rdquo;? Yes and no. If this system was to be implemented in non-hack &amp; slash games, everyone would ignore all other NPCs. And what is the purpose of a less imporant NPC anyway?</p>
<p>Labeling NPCs in a RPG can also be quite challenging. In Sacred for instance, people actually bearing a quest (defined useful) have an exclamation mark floating above their head. &ldquo;Good, no more randomly clicking on stupid inhabitants, right!&rdquo;? Yes and no. If this system was to be implemented in non-hack &amp; slash games, everyone would ignore all other NPCs. And what is the purpose of a less important NPC anyway?</p>
<p>Especially on console RPGs, it can get very frustrating to wander around town, talking to everyone to try and finish your quest. Baten Kaitos includes a subquest where you must find all relatives of a family, in order to bring them together before the grandfather dies. Members are gathered by putting their signature on a family tree so you&rsquo;ll need to find them, and talk to them. If you want to finish the quest, you are forced to chat with every single NPC in the game since family members cannot be separated from other non-interesting NPCs by clothes. Auch.</p>
@ -383,18 +383,18 @@ body, .content-column-content, h1, h2, h3, h4, h5, h6, .h1, .h2, .h3, .h4, .h5,
<p><img src="/img/articles/rpg-npc_dontdie.jpg">
<center>Don&rsquo;t open it! It could contain&hellip; err&hellip; An NPC-turns-hostile trigger!</center></p>
<p>It&rsquo;s very easy to implement a shield which renders quest NPCs immortal. Of course, how else can you finish the quest if you killed the person to deliver item x or get goods y? That&rsquo;s one way, but not the acceptible way. Roleplaying - yeah right. If you decide to attack your quest related person, you may do so. One of the consequences could be unable to finish the quest (if it&rsquo;s a side quest of course). Another better one would be to include different ways to tackle this obstacle. If you kill the NPC, everyone will turn hostile or run or just ignore you depending on their parameters (easily offended or threatened, easily scared, drunk, &hellip;). The NPC will leave his quest item for you to collect, if you managed to get rid of everyone else. There could be a high level relative, standing next to the killed person, who frenzies if you hurt the NPC. Ha!</p>
<p>It&rsquo;s very easy to implement a shield which renders quest NPCs immortal. Of course, how else can you finish the quest if you killed the person to deliver item x or get goods y? That&rsquo;s one way, but not the acceptable way. Role-playing - yeah right. If you decide to attack your quest related person, you may do so. One of the consequences could be unable to finish the quest (if it&rsquo;s a side quest of course). Another better one would be to include different ways to tackle this obstacle. If you kill the NPC, everyone will turn hostile or run or just ignore you depending on their parameters (easily offended or threatened, easily scared, drunk, &hellip;). The NPC will leave his quest item for you to collect, if you managed to get rid of everyone else. There could be a high level relative, standing next to the killed person, who frenzies if you hurt the NPC. Ha!</p>
<p>This Oblivion footage shows exactly what direction developers should not take. A non playable character should react on your actions properly and maybe even fight you. There&rsquo;s an interesting interview with an ex-Troika employee, explaining the different philosophies behind NPC placement and (re)actions. The bottom line? Every NPC should have a purpose to be there, and every NPC should have something non-liniar and interesting to say.</p>
<p>This Oblivion footage shows exactly what direction developers should not take. A non playable character should react on your actions properly and maybe even fight you. There&rsquo;s an interesting interview with an ex-Troika employee, explaining the different philosophies behind NPC placement and (re)actions. The bottom line? Every NPC should have a purpose to be there, and every NPC should have something non-linear and interesting to say.</p>
<p>Other mechanics which greatly unbalance the importance of various NPCs include voice acting. It&rsquo;s good to have voice acting, but it&rsquo;s better to let everyone talk instead of only the main quest characters. You&rsquo;ll more easily ignore non-voiced ones. I do know this is very hard to realize. There&rsquo;s so much to be said about wandering characters in quiet towns.</p>
<p>Interaction with those people are mostly done throughout a limited series of questions. You can select one (which might alter his personal reaction, or even attack you, the classic Dungeons &amp; Dragons way) and the NPC will react to that selected question. The questions are usually built depending on the active quests. You can&rsquo;t possibly ask something about a stone mask if you did not start that quest first. Although this limited interaction technique is even being used in new Roleplaying games (including Mass Effect), these have their own problems.</p>
<p>Interaction with those people are mostly done throughout a limited series of questions. You can select one (which might alter his personal reaction, or even attack you, the classic Dungeons &amp; Dragons way) and the NPC will react to that selected question. The questions are usually built depending on the active quests. You can&rsquo;t possibly ask something about a stone mask if you did not start that quest first. Although this limited interaction technique is even being used in new Role-playing games (including Mass Effect), these have their own problems.</p>
<p><img src="/img/articles/npc-rpg_kotor.jpg">
<center>Knights of the Old Republic: select your answer among a limited amounth of possibilities.</center></p>
<center>Knights of the Old Republic: select your answer among a limited amount of possibilities.</center></p>
<p>For instance, why can&rsquo;t you ask someone about his neighbour? Why is his neighbour running in circles? Or why is this person not sleeping at night? Why is he aligned with faction x? What does he know about your previous boss encounter? etc. One of the early Final Fantasy games introduced a system in which you can store key words said by NPCs, and ask about them to others. This concept sounds very nice, but lacked execution. Most of the time the NPC did not know what you were talking about.</p>
<p>For instance, why can&rsquo;t you ask someone about his neighbor? Why is his neighbor running in circles? Or why is this person not sleeping at night? Why is he aligned with faction x? What does he know about your previous boss encounter? etc. One of the early Final Fantasy games introduced a system in which you can store key words said by NPCs, and ask about them to others. This concept sounds very nice, but lacked execution. Most of the time the NPC did not know what you were talking about.</p>
<p>Wizardry VII introduced a nice system which allowed players to literally type in their questions. Typing &ldquo;rapax&rdquo; would give you information about the rapax, including the NPCs personal opinion about this race. If you type &ldquo;where are rapax&rdquo; the person would give you directions. This even worked beyond these simple questions. For instance, you ask a Trynnie about a forgotten monastery. He tells you it belonged to the Higardi but they left a long time ago. &ldquo;In fact I ste&hellip; eurhm, got most of my stuff from them&rdquo;. Ha, the little bastard! You type in &ldquo;steal&rdquo; and he replies &ldquo;technically it&rsquo;s only stealing when you get caught&rdquo;. (screenshot) Beautiful! Now this is interaction. Even using rude or aggressive words like &ldquo;bastard&rdquo; or &ldquo;kill&rdquo; would net you a funny reply. Wizardry 8 even took this concept a step higher. You can see some interaction with Rattus and Rapax in the Gameplay video.</p>
@ -406,7 +406,7 @@ body, .content-column-content, h1, h2, h3, h4, h5, h6, .h1, .h2, .h3, .h4, .h5,
<p><strong>Avoid at all costs:</strong></p>
<ul>
<li>Avoid artificial NPC behaviour. (Villager 2: &ldquo;Hello stranger!&rdquo;)</li>
<li>Avoid artificial NPC behavior. (Villager 2: &ldquo;Hello stranger!&rdquo;)</li>
<li>Avoid static placement (NPCs should go to bed at night!)</li>
<li>Avoid NPCs without a purpose or (re)action</li>
</ul>
@ -414,7 +414,7 @@ body, .content-column-content, h1, h2, h3, h4, h5, h6, .h1, .h2, .h3, .h4, .h5,
<p><strong>Bad Examples of NPC usage:</strong></p>
<ul>
<li>Most Final Fantasy games (including the ever-annojying up- and down walking of NPCs blocking your way)</li>
<li>Most Final Fantasy games (including the ever-annoying up- and down walking of NPCs blocking your way)</li>
<li>Diablo (what? You can&rsquo;t even talk to person x wandering around?), Sacred, &hellip; - most Hack &amp; Slash games</li>
</ul>
@ -432,11 +432,11 @@ body, .content-column-content, h1, h2, h3, h4, h5, h6, .h1, .h2, .h3, .h4, .h5,
<h4 id="arcanum">Arcanum</h4>
<p class='vspace'>Arcanum bar test in Tarant. Throwing a molotov results in splash damage within the bar. Every NPC had their own reaction:
<p class='vspace'>Arcanum bar test in Tarant. Throwing a Molotov results in splash damage within the bar. Every NPC had their own reaction:
</p><ul><li>the dwarf attacked me (lvl45, dead in a shot with looking glass rifle)
</li><li>the dark elf did not care
</li><li>the bartender disliked it
</li><li>the woman flet but I chased her down
</li><li>the woman fled but I chased her down
</li><li>even my own party members didn't like attacking neutral aligned people
</li></ul><p class='vspace'>Notice the bartender doesn't completely react the way it should be. At first, he dislikes it I attack his customers and his faction rating drops from 68 to 0 (hatred). If this rating drops below zero he'll attack me or flee. After the massacre, he simply offers me a drink. Ha!
</p>
@ -449,7 +449,7 @@ body, .content-column-content, h1, h2, h3, h4, h5, h6, .h1, .h2, .h3, .h4, .h5,
<h4 id="elder-scrolls-iv-oblivion-strong">Elder Scrolls IV: Oblivion</strong></h4>
<p class='vspace'>During a NPC conference meeting, someone tries to interrupt the peace. Notice the cheering music in the background, which does not change at all while attacking key characters. They even stand up back again - instead of going to sit in the chair or running like mad. This is definatly <ins>not</ins> the best way <span class='wikiword'>NPCs</span> should react.
<p class='vspace'>During a NPC conference meeting, someone tries to interrupt the peace. Notice the cheering music in the background, which does not change at all while attacking key characters. They even stand up back again - instead of going to sit in the chair or running like mad. This is defiantly <ins>not</ins> the best way <span class='wikiword'>NPCs</span> should react.
</p>

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@ -78,7 +78,7 @@
"copyrightHolder" : "Wouter Groeneveld",
"copyrightYear" : "2008",
"datePublished": "2008-04-30 00:00:00 &#43;0000 UTC",
"dateModified" : "2018-05-19 13:04:47 &#43;0200 CEST",
"dateModified" : "2019-07-31 08:47:02 &#43;0200 CEST",
"url" : "https://jefklakscodex.com/articles/wizardry8-classes/",
"wordCount" : "2202",
@ -337,7 +337,7 @@ body, .content-column-content, h1, h2, h3, h4, h5, h6, .h1, .h2, .h3, .h4, .h5,
<i class='fa fa-calendar'></i>&nbsp;30 April 2008
</span>&nbsp;|&nbsp;
<span title="Last Modified Date">
<i class='fa fa-calendar-check-o'></i>&nbsp;19 May 2018
<i class='fa fa-calendar-check-o'></i>&nbsp;31 July 2019
</span>
</span>
</h5>

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@ -54,7 +54,7 @@
"articleSection" : "articles",
"name" : "Wizardry 8: General Tips",
"headline" : "Wizardry 8: General Tips - Jefklaks Codex",
"description" : "Legal notice: Most tips, tricks, howtos and guides are - not - originally created by me. They are scattered troughout the internet, and this site contains a bunch of information found on other sites. Therefore, I am not responsible for any wrong information, or grammatical faults. If anybody notices his own text and would like to have it removed, please email me!
"description" : "Legal notice: Most tips, tricks, howtos and guides are - not - originally created by me. They are scattered throughout the Internet, and this site contains a bunch of information found on other sites. Therefore, I am not responsible for any wrong information, or grammatical faults. If anybody notices his own text and would like to have it removed, please email me!
A warm welcome to you, stranger.",
"inLanguage" : "en-us",
@ -345,15 +345,15 @@ body, .content-column-content, h1, h2, h3, h4, h5, h6, .h1, .h2, .h3, .h4, .h5,
<p><span style="font-size: small; text-decoration: none; font-weight: italic;">Legal notice: Most tips, tricks, howtos and guides are - not - originally created by me. They are scattered troughout the internet, and this site contains a bunch of information found on other sites. Therefore, I am not responsible for any wrong information, or grammatical faults. If anybody notices his own text and would like to have it removed, please email me!</span><br />
<p><span style="font-size: small; text-decoration: none; font-weight: italic;">Legal notice: Most tips, tricks, howtos and guides are - not - originally created by me. They are scattered throughout the Internet, and this site contains a bunch of information found on other sites. Therefore, I am not responsible for any wrong information, or grammatical faults. If anybody notices his own text and would like to have it removed, please email me!</span><br />
<table>
<tr><td>
A warm welcome to you, stranger. Right here where you stand, you will eventually be able to find some very usefull information about the best Roleplaying game I&rsquo;ve played ever on the PC! Isn&rsquo;t that marvellous? Let me start directly with the tips: number one - if you are looking for spoiler quest information or a walktrough, you are on the <i>wrong</i> place click on the related articles in the navigation bar to your left. Otherwise, read on!
A warm welcome to you, stranger. Right here where you stand, you will eventually be able to find some very useful information about the best Role-playing game I&rsquo;ve played ever on the PC! Isn&rsquo;t that marvelous? Let me start directly with the tips: number one - if you are looking for spoiler quest information or a walktrough, you are on the <i>wrong</i> place click on the related articles in the navigation bar to your left. Otherwise, read on!
<br /><br /></p>
<p><img src="/img/games/Wizardry8/map.jpg" alt="the wiz8 map"></p>
<p>The beautiful world map to your right has been provided by the late Flamestryke. If you are eager to visit her site and actually &lsquo;navigate&rsquo; the worldmap, please do so by surfing to her <a href="http://www.zimlab.com/wizardry/recovered/flamestryke/wizardry8/flamestrykes_w8.html">recovered wiz8 guide</a>. If you are a first time player, please read the tips carefully, some might acutally save your day on Dominus! (the planet) Oh; the tips were collected from several forums and websites and most of them are my own of course. You can copy everything if you like, but keep in mind some things are not home-made. Oh forgive my rambling, let&rsquo;s yust get on with it&hellip;<br /><br />
<p>The beautiful world map to your right has been provided by the late Flamestryke. If you are eager to visit her site and actually &lsquo;navigate&rsquo; the worldmap, please do so by surfing to her <a href="http://www.zimlab.com/wizardry/recovered/flamestryke/wizardry8/flamestrykes_w8.html">recovered wiz8 guide</a>. If you are a first time player, please read the tips carefully, some might actually save your day on Dominus! (the planet) Oh; the tips were collected from several forums and websites and most of them are my own of course. You can copy everything if you like, but keep in mind some things are not home-made. Oh forgive my rambling, let&rsquo;s just get on with it&hellip;<br /><br />
</td>
</tr></table>
<ul>
@ -385,20 +385,20 @@ Certain spells will only increase your skills in combat. For example, you can ca
<li>Magic items that have limited charges may be recharged by selling them to a vendor, then immediately buying them back. The item will be fully charged! This is the only way I've found to recharge items. You will lose a bit of money on the deal, of course, because vendors like to "buy low, sell high". How much depends on the vendor and your communications skill. Note: there are some items that you shouldn't use the last charge from, or the item will disappear (mana stones). Every time you use these items, you have a chance to improve the skill used for the item (usually the Artifacts skill). </li>
Psionic Blast is a great spell because it goes around corners and attacks enemies you cannot see. Area effect spells go a short distance around one corner, if you place them right, but Psionic Blast, like insanity and sleep, hit all members of the targeted group equally, wherever they are hiding, if you can target on even one of them. It's a good damage spell too, with reasonable cost (10/L) and a chance to cause insanity as a bonus. It's fun to hear unseen enemies fighting each other, off somewhere in the distance.</li>
<li>Powercast does not help "spells" cast by bards or gadgeteers - no need to maximize to 100 INT!</li>
At the fountain in Trynton there's a riddle wich increases ALL your chars +5 INT so never put more points than 95 into INT...</li>
Develop the bow skill (or throwing / sling) of at least 2 characters. By the time you get to the fifth or sixth level, it really helps in melee. Besides theere's nothing worse than being stuck after being surprised waiting to move and not being able to do anything except deplete spell points. Ranged attacks are great for just chipping away the hit points of monsters.</li></ul>
At the fountain in Trynton there's a riddle which increases ALL your chars +5 INT so never put more points than 95 into INT...</li>
Develop the bow skill (or throwing / sling) of at least 2 characters. By the time you get to the fifth or sixth level, it really helps in melee. Besides there's nothing worse than being stuck after being surprised waiting to move and not being able to do anything except deplete spell points. Ranged attacks are great for just chipping away the hit points of monsters.</li></ul>
<div align="center"><img src="/img/games/Wizardry8/Wiz8_professions_S.jpg" alt="Wiz8 screen" align="center"></div>
<ul>
<li>The open road is very dangerous in the beginning of the game (especially the road to Arnika), your party will have only a few items of weak equipment, but your enemies, with a few fixed exceptions, are randomly created or respawned near the level of your party (they go up in level as you do). Therefore most experienced players move fairly quickly through the open road portions of the early game, until civilization is first reached. There you will find help, equipment, and less dangerous initial experience. Soon you will be strong enough to take on almost any location in the game that seems like a logical next choice.</li>
<li>The open road is very dangerous in the beginning of the game (especially the road to Arnika), your party will have only a few items of weak equipment, but your enemies, with a few fixed exceptions, are randomly created or re-spawned near the level of your party (they go up in level as you do). Therefore most experienced players move fairly quickly through the open road portions of the early game, until civilization is first reached. There you will find help, equipment, and less dangerous initial experience. Soon you will be strong enough to take on almost any location in the game that seems like a logical next choice.</li>
<li>If your party suddenly gets attacked from a new direction, don't waste a turn "moving" to turn around. Just change formations!</li>
<li>Armormelt is definitely a good spell, there is no other one you can cast on enemies that is never resisted and cannot be removed for the entire duration.</li>
<li>Don't pick every spell when levelling up, you CAN save spell pick points until later (for level 6 & higher & bishops)</li>
<li>Don't pick every spell when leveling up, you CAN save spell pick points until later (for level 6 & higher & bishops)</li>
<li>Every single level 1 - 5 spellbook can be bought at NPC locations, except mind stab (psionics). </li>
<li>When you get the teleport spell, and if you have at least 2 such casters in your party, keep a portal in both the Umpani and T'Rang bases. This allows you access to the portals there, so zipping around Domina becomes a breeze! (air magic realm needed)</li>
<li>Make your bards and gadgeteers female because the only stamina-regenerating items are restricted to women.</li>
<li>+ Renegating items really help OUTSIDE combat, but never (enough) while in combat mode. The Lord his regen health also works much quicker when outside of combat. Keep in mind gadgeteers & bards need a lot of stamina, so VIT/PIE is an interesting stat...</li>
<li>+ Regenerating items really help OUTSIDE combat, but never (enough) while in combat mode. The Lord his regen health also works much quicker when outside of combat. Keep in mind gadgeteers & bards need a lot of stamina, so VIT/PIE is an interesting stat...</li>
<li>Specialize: if you have two characters w/the Wiz spell books, have one of them focus on Fire and another on Water. Two fighters? Have one use swords and the other axes. You'll encounter lots of different situations and you'll be prepared for all.</li>
<li>Tired of insanity causing your otherwise reliable fighter types to shred your party in one round or before you can cure him? Enter the character screen and lock the weapons choice to his bow and remove the ammo to his personal inventory. You are now safe from any danger whatsoever.</li>
<li>Tired of being encountered by strong monsters who cast fireballs, breath fire, poison, etc., and - having two hitpoints left after the first turn - hoping, that the healing spells come fast enough in the second turn? Cast a Heal All spell in the *first* turn if you run into such monsters. (This often saved my party's lives!)
@ -407,8 +407,8 @@ alchemy bug/misfeature. it seems that mixing 2-5 stacked potions at once vs. 1 p
<li>Avoid weapons with 'to hit' penalties like the plague early in the game. You might think that lance with 7-21 damage and a 4% chance to insta kill looks dead cool compared to your awl pike, but that -2 to hit penalty will mean that you will end up doing far less damage in the long run. I know "-1 to hit" and "-2 to hit" do not sound like much, but I read them as "-10 weapon skill" and "-20 weapon skill" because that is more like what they are.</li>
<li>Watch out with profession changing stuff: if you are a gadgeteer, your omnigun will stop to develop... Only choose another profession wich has the same skills (basically) as the old one. For instance: a ninja uses alchemy and ranged combat, a ranger does too. They both require the same stats.</li>
<li>Locks with 8 tumblers need at least a skill of 75% locks & traps to even have a chance to open it... Knock-knocks (earth realm) really helps!</li>
<li>Also, your fighter could try to force the lock (STR based) wich may yust work. Watch out for traps while doing something like that!</li>
<li>The fountain with Lord Braffit in Arnika restores lost hit points (drained). Beware: only 3 uses troughout the WHOLE game!</li>
<li>Also, your fighter could try to force the lock (STR based) which may just work. Watch out for traps while doing something like that!</li>
<li>The fountain with Lord Braffit in Arnika restores lost hit points (drained). Beware: only 3 uses throughout the WHOLE game!</li>
<li>He'Li buys potions at a (slight) higher price than other NPC stores. </li>
<li>To Survive you will need protection from magic. Magic protection is hardly necessary for about the first third of the game, but when you do need it as the game </li>progresses - you need it A LOT. Magic protection varies, but the two main spells youll need are element shield and soul shield (and magic screen is highly recommended as well).</li>
</ul>
@ -419,15 +419,15 @@ alchemy bug/misfeature. it seems that mixing 2-5 stacked potions at once vs. 1 p
<li>Watch your Weight! Your weight limit should be white in color like the rest of your stats, if its blue your carrying to much and it adversely impacts your AC and attack rating (yellow is worse, red the worst). It will also drop your stamina when walking/running around. Note: you can always drop stuff and it wont disappear (just remember where you dropped though). </li>
<li>Running away is sometimes the only logical solution... Use flash powders to blind enemies or even KO them.</li>
<li>Save before encounters with powerfull NPCs. Not only to reload if your party failed but also to reload if the enemy didn't drop the stuff you wanted. Warning: to reload from chest contents, you'll need a savegame from entering the location (that's where the random contents are generated)... </li>
<li>Resting 3x (wich is 24 hours in-game) will result in restocked items in shops. Intresting note: spellbooks from Anna in Arnika!</li>
<li>Save before encounters with powerful NPCs. Not only to reload if your party failed but also to reload if the enemy didn't drop the stuff you wanted. Warning: to reload from chest contents, you'll need a savegame from entering the location (that's where the random contents are generated)... </li>
<li>Resting 3x (wich is 24 hours in-game) will result in restocked items in shops. Interesting note: spellbooks from Anna in Arnika!</li>
<li>You don't need to create a rogue in your party. When you get to Arnika, which you will do early in the game, the first NPC you meet is a rogue and he will join you. </li><li>There are only a few locked or trapped items in the Monastery, and they can be forced open with minor damage to the forcer. Also, a ninja, bard and gadgeteer all have the locks & traps skill. And there are +10/20% skill items in the game usable by non-skill-enabled professions.</li>
<li>Unless you're looking to fight as many battles as possible, don't camp too casually after every encounter. While you rest, monsters are still walking about, and new ones enter the region (i.e. they 'spawn')... Sometimes the roads will be overrun with bandit spawns, so keep your eyes out! You can also click on the camping screen to "wake" your party members. Sometimes they only need a 1-2 hour catnap (hehe especially for felpurrs) to recover fully.</li>
<li>When you try to pickpocket and it says that there's no more items on the target, just ignore it and continue pickpocketing, you'll see that there's much more stuff to get. Always pickpocket until it says there's no more items for 5 straight times.</li>
Too much stuff? Party dragging their packs around on the ground, your mage can barely lift her spellbook and everyone goes slo-mo in combat? Try storing your stuff in Arnika.. Since no one on Dominus *ever* sleeps, you can use the chest in Antone's bedroom, items never disappear when you leave an area...</li>
<li>Leave auto-save on, and use quick save as often as possible! It'll save your butt more than once.
To train your bard's music skill, take the viola in Arnika inn and charm npcs as much as possible (not the rapax as it may attack you if you fail).When you are out of stamina, rest and disturb quickly and your stamina is back! About 2-3 rest to gain a skill point.With about 2days of game time my lv 1 bard (previous rogue) has a music skill of 65.....</li>
<li>An easy way to gain a lot of experience is to wander around, camp a lot and yust kill every mob you see. The swamps / mines are a good place to go.</li>
<li>An easy way to gain a lot of experience is to wander around, camp a lot and just kill every mob you see. The swamps / mines are a good place to go.</li>
<li>When sharing items across characters in the inventory screen, ever wonder if you can simply /give/ an item to a different character without having to select that character first? Right-click on the target character instead of left-clicking!</li>
<li>When your in the inventory screen try holding down the CTRL key.</li>
<li>When deal with stacked items in the inventory screen try holding down the shift key and clicking on it takes 1 item out,2 for 2 clicks,3 for 3 clicks,etc.
@ -440,7 +440,7 @@ If you ever find yourself surrounded, kick a blind/terror Area of Effect spell i
<ul>
<li>The Valkryie's cheat death is stamina feuled. If your valk is getting low on life & you don't have healing abilities available to you/your healer doesn't have high enough initiative, then go ahead and have her take the hit; she will fall unconcious for a few rounds, but will have quite a bit more life than small healing abilities could do.</li>
<li>The Valkryie's cheat death is stamina fueled. If your valk is getting low on life & you don't have healing abilities available to you/your healer doesn't have high enough initiative, then go ahead and have her take the hit; she will fall unconscious for a few rounds, but will have quite a bit more life than small healing abilities could do.</li>
<li>Many people prefer disabling spells over damage spells in this game, because most of the parties I see are heavily melee-oriented. In a melee-oriented party part of the goal is to get close to the enemy to beat them down. Because of that goal, disabling spells are almost always a better option as they make situations safer, faster and more reliable. Damage spells tend to do much better when you have all spell-casters in your group (or very close)</li>
<li>Watch out with the search option on: enemies will surprise you easier! Cast detect secrets or recruit a ranger (scouting).</li>
<li>When shopping, often the store lists become disordered. You can fix that by simply selling a single item. The list is back in proper shape after the sale.

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@ -111,7 +111,7 @@ Introduction to the cleric/ranger Since little non-playable and joinable charact
<pubDate>Sun, 17 Jun 2007 00:00:00 +0000</pubDate>
<author>wouter.groeneveld@gmail.com (Wouter Groeneveld)</author>
<guid>https://jefklakscodex.com/articles/wizardry8-tips/</guid>
<description>Legal notice: Most tips, tricks, howtos and guides are - not - originally created by me. They are scattered troughout the internet, and this site contains a bunch of information found on other sites. Therefore, I am not responsible for any wrong information, or grammatical faults. If anybody notices his own text and would like to have it removed, please email me!
<description>Legal notice: Most tips, tricks, howtos and guides are - not - originally created by me. They are scattered throughout the Internet, and this site contains a bunch of information found on other sites. Therefore, I am not responsible for any wrong information, or grammatical faults. If anybody notices his own text and would like to have it removed, please email me!
A warm welcome to you, stranger.</description>
</item>
@ -131,7 +131,7 @@ Introduction to the cleric/ranger Since little non-playable and joinable charact
<pubDate>Fri, 30 Mar 2007 00:00:00 +0000</pubDate>
<author>wouter.groeneveld@gmail.com (Wouter Groeneveld)</author>
<guid>https://jefklakscodex.com/articles/arcanum-magick-vs-tech/</guid>
<description>First things first: you are not reading this wrong, it&amp;rsquo;s magick and not magic. In the world of Arcanum, that is. There&amp;rsquo;s also no such thing as mana or spellbooks. Every single spell you learn comes trough {+SPs+) (Skill Points) which you&amp;rsquo;ll have to invest into several magickal realms. A little bit like Diablo 2, except the fact that once you&amp;rsquo;ve put 1 point into it, you can&amp;rsquo;t raise it furter ot increase the power.</description>
<description>First things first: you are not reading this wrong, it&amp;rsquo;s magick and not magic. In the world of Arcanum, that is. There&amp;rsquo;s also no such thing as mana or spellbooks. Every single spell you learn comes trough {+SPs+) (Skill Points) which you&amp;rsquo;ll have to invest into several magickal realms. A little bit like Diablo 2, except the fact that once you&amp;rsquo;ve put 1 point into it, you can&amp;rsquo;t raise it further to increase the power.</description>
</item>
<item>
@ -257,7 +257,7 @@ All credits go to Xyx, Alson and Littiz for their Spell Reference Guide!</descri
<pubDate>Thu, 04 Jan 2007 00:00:00 +0000</pubDate>
<author>wouter.groeneveld@gmail.com (Wouter Groeneveld)</author>
<guid>https://jefklakscodex.com/articles/rpg-concepts-items/</guid>
<description>Items present in the World Did you ever play an RPG, wondering why the world is so empty? Do you ever wonder, while entering a noble house without any real permission, why all closets are empty or not even openable? If you happen to like looting everybody&amp;rsquo;s treasure chests, bepare to be disappointed as some wealthy NPCs keep two single gold pieces in them. Wow! The RPG world &amp;ldquo;contents&amp;rdquo; should also reflect the current neighbourhood you&amp;rsquo;re travelling in.</description>
<description>Items present in the World Did you ever play an RPG, wondering why the world is so empty? Do you ever wonder, while entering a noble house without any real permission, why all closets are empty or not even openable? If you happen to like looting everybody&amp;rsquo;s treasure chests, bepare to be disappointed as some wealthy NPCs keep two single gold pieces in them. Wow! The RPG world &amp;ldquo;contents&amp;rdquo; should also reflect the current neighborhood you&amp;rsquo;re traveling in.</description>
</item>
<item>
@ -267,7 +267,7 @@ All credits go to Xyx, Alson and Littiz for their Spell Reference Guide!</descri
<author>wouter.groeneveld@gmail.com (Wouter Groeneveld)</author>
<guid>https://jefklakscodex.com/articles/rpg-concepts-npcs/</guid>
<description>Watch the NPC Reaction video tests! &amp;gt;&amp;gt;
An NPC is basically a character not controlled by the player, who can be of great importance during the many main or side quests. NPCs vary in importance and placement: they can either be annoying and usesless or interesting and useful. Many Roleplaying games only give the most important NPCs something useful to say or do. Talking to other characters makes no sense since they only answer with one of the standard sentences: &amp;ldquo;oh, you&amp;rsquo;re the princess!</description>
An NPC is basically a character not controlled by the player, who can be of great importance during the many main or side quests. NPCs vary in importance and placement: they can either be annoying and useless or interesting and useful. Many Role-playing games only give the most important NPCs something useful to say or do. Talking to other characters makes no sense since they only answer with one of the standard sentences: &amp;ldquo;oh, you&amp;rsquo;re the princess!</description>
</item>
<item>
@ -388,7 +388,7 @@ Every year an article pops up about Adventure games and the death of the genre a
<pubDate>Thu, 05 Oct 2006 00:00:00 +0000</pubDate>
<author>wouter.groeneveld@gmail.com (Wouter Groeneveld)</author>
<guid>https://jefklakscodex.com/articles/captian-claw-review/</guid>
<description>Ah, 2D platformers. This genre disappeared after the DOS era on the PC. Also the consoles liked more the 3D platform games like hundreds of Mario 64 clones. There was almost never an attempt to revive the classic 2D sidescrolling action and add a few modern elements to it. Except for Monolith Productions of course! We know Monolith mostly from First Person games like the recent F.E.A.R. and of course the No One Lives Forever series.</description>
<description>Ah, 2D platformers. This genre disappeared after the DOS era on the PC. Also the consoles liked more the 3D platform games like hundreds of Mario 64 clones. There was almost never an attempt to revive the classic 2D side-scrolling action and add a few modern elements to it. Except for Monolith Productions of course! We know Monolith mostly from First Person games like the recent F.E.A.R. and of course the No One Lives Forever series.</description>
</item>
<item>

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@ -34,7 +34,7 @@
<url>
<loc>https://jefklakscodex.com/articles/bg2-clericranger/</loc>
<lastmod>2018-07-24T21:35:52+02:00</lastmod>
<lastmod>2019-07-31T08:47:02+02:00</lastmod>
</url>
<url>
@ -44,7 +44,7 @@
<url>
<loc>https://jefklakscodex.com/articles/wizardry8-classes/</loc>
<lastmod>2018-05-19T13:04:47+02:00</lastmod>
<lastmod>2019-07-31T08:47:02+02:00</lastmod>
</url>
<url>
@ -673,7 +673,7 @@
<url>
<loc>https://jefklakscodex.com/tags/wizardry8/</loc>
<lastmod>2018-05-19T13:04:47+02:00</lastmod>
<lastmod>2019-07-31T08:47:02+02:00</lastmod>
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@ -295,7 +295,7 @@ body, .content-column-content, h1, h2, h3, h4, h5, h6, .h1, .h2, .h3, .h4, .h5,
<div class="box-masonry-description" style="clear: both;">
<p>
First things first: you are not reading this wrong, it&rsquo;s magick and not magic. In the world of Arcanum, that is. There&rsquo;s also no such thing as mana or spellbooks. Every single spell you learn comes trough {+SPs+) (Skill Points) which you&rsquo;ll have to invest into several magickal realms. A little bit like Diablo 2, except the fact that once you&rsquo;ve put 1 point into it, you can&rsquo;t raise it furter ot increase the power.
First things first: you are not reading this wrong, it&rsquo;s magick and not magic. In the world of Arcanum, that is. There&rsquo;s also no such thing as mana or spellbooks. Every single spell you learn comes trough {+SPs+) (Skill Points) which you&rsquo;ll have to invest into several magickal realms. A little bit like Diablo 2, except the fact that once you&rsquo;ve put 1 point into it, you can&rsquo;t raise it further to increase the power.
</p>
</div>
@ -408,7 +408,7 @@ As some of you probably already know, this is a very strange game.
<p>
Watch the NPC Reaction video tests! &gt;&gt;
An NPC is basically a character not controlled by the player, who can be of great importance during the many main or side quests. NPCs vary in importance and placement: they can either be annoying and usesless or interesting and useful. Many Roleplaying games only give the most important NPCs something useful to say or do. Talking to other characters makes no sense since they only answer with one of the standard sentences: &ldquo;oh, you&rsquo;re the princess!
An NPC is basically a character not controlled by the player, who can be of great importance during the many main or side quests. NPCs vary in importance and placement: they can either be annoying and useless or interesting and useful. Many Role-playing games only give the most important NPCs something useful to say or do. Talking to other characters makes no sense since they only answer with one of the standard sentences: &ldquo;oh, you&rsquo;re the princess!
</p>
</div>

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@ -19,7 +19,7 @@
<pubDate>Fri, 30 Mar 2007 00:00:00 +0000</pubDate>
<author>wouter.groeneveld@gmail.com (Wouter Groeneveld)</author>
<guid>https://jefklakscodex.com/articles/arcanum-magick-vs-tech/</guid>
<description>First things first: you are not reading this wrong, it&amp;rsquo;s magick and not magic. In the world of Arcanum, that is. There&amp;rsquo;s also no such thing as mana or spellbooks. Every single spell you learn comes trough {+SPs+) (Skill Points) which you&amp;rsquo;ll have to invest into several magickal realms. A little bit like Diablo 2, except the fact that once you&amp;rsquo;ve put 1 point into it, you can&amp;rsquo;t raise it furter ot increase the power.</description>
<description>First things first: you are not reading this wrong, it&amp;rsquo;s magick and not magic. In the world of Arcanum, that is. There&amp;rsquo;s also no such thing as mana or spellbooks. Every single spell you learn comes trough {+SPs+) (Skill Points) which you&amp;rsquo;ll have to invest into several magickal realms. A little bit like Diablo 2, except the fact that once you&amp;rsquo;ve put 1 point into it, you can&amp;rsquo;t raise it further to increase the power.</description>
</item>
<item>
@ -64,7 +64,7 @@ As some of you probably already know, this is a very strange game.</description>
<author>wouter.groeneveld@gmail.com (Wouter Groeneveld)</author>
<guid>https://jefklakscodex.com/articles/rpg-concepts-npcs/</guid>
<description>Watch the NPC Reaction video tests! &amp;gt;&amp;gt;
An NPC is basically a character not controlled by the player, who can be of great importance during the many main or side quests. NPCs vary in importance and placement: they can either be annoying and usesless or interesting and useful. Many Roleplaying games only give the most important NPCs something useful to say or do. Talking to other characters makes no sense since they only answer with one of the standard sentences: &amp;ldquo;oh, you&amp;rsquo;re the princess!</description>
An NPC is basically a character not controlled by the player, who can be of great importance during the many main or side quests. NPCs vary in importance and placement: they can either be annoying and useless or interesting and useful. Many Role-playing games only give the most important NPCs something useful to say or do. Talking to other characters makes no sense since they only answer with one of the standard sentences: &amp;ldquo;oh, you&amp;rsquo;re the princess!</description>
</item>
</channel>

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@ -427,7 +427,7 @@ All credits go to Xyx, Alson and Littiz for their Spell Reference Guide!
<div class="box-masonry-description" style="clear: both;">
<p>
Items present in the World Did you ever play an RPG, wondering why the world is so empty? Do you ever wonder, while entering a noble house without any real permission, why all closets are empty or not even openable? If you happen to like looting everybody&rsquo;s treasure chests, bepare to be disappointed as some wealthy NPCs keep two single gold pieces in them. Wow! The RPG world &ldquo;contents&rdquo; should also reflect the current neighbourhood you&rsquo;re travelling in.
Items present in the World Did you ever play an RPG, wondering why the world is so empty? Do you ever wonder, while entering a noble house without any real permission, why all closets are empty or not even openable? If you happen to like looting everybody&rsquo;s treasure chests, bepare to be disappointed as some wealthy NPCs keep two single gold pieces in them. Wow! The RPG world &ldquo;contents&rdquo; should also reflect the current neighborhood you&rsquo;re traveling in.
</p>
</div>

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@ -66,7 +66,7 @@ All credits go to Xyx, Alson and Littiz for their Spell Reference Guide!</descri
<pubDate>Thu, 04 Jan 2007 00:00:00 +0000</pubDate>
<author>wouter.groeneveld@gmail.com (Wouter Groeneveld)</author>
<guid>https://jefklakscodex.com/articles/rpg-concepts-items/</guid>
<description>Items present in the World Did you ever play an RPG, wondering why the world is so empty? Do you ever wonder, while entering a noble house without any real permission, why all closets are empty or not even openable? If you happen to like looting everybody&amp;rsquo;s treasure chests, bepare to be disappointed as some wealthy NPCs keep two single gold pieces in them. Wow! The RPG world &amp;ldquo;contents&amp;rdquo; should also reflect the current neighbourhood you&amp;rsquo;re travelling in.</description>
<description>Items present in the World Did you ever play an RPG, wondering why the world is so empty? Do you ever wonder, while entering a noble house without any real permission, why all closets are empty or not even openable? If you happen to like looting everybody&amp;rsquo;s treasure chests, bepare to be disappointed as some wealthy NPCs keep two single gold pieces in them. Wow! The RPG world &amp;ldquo;contents&amp;rdquo; should also reflect the current neighborhood you&amp;rsquo;re traveling in.</description>
</item>
<item>

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@ -295,7 +295,7 @@ body, .content-column-content, h1, h2, h3, h4, h5, h6, .h1, .h2, .h3, .h4, .h5,
<div class="box-masonry-description" style="clear: both;">
<p>
Items present in the World Did you ever play an RPG, wondering why the world is so empty? Do you ever wonder, while entering a noble house without any real permission, why all closets are empty or not even openable? If you happen to like looting everybody&rsquo;s treasure chests, bepare to be disappointed as some wealthy NPCs keep two single gold pieces in them. Wow! The RPG world &ldquo;contents&rdquo; should also reflect the current neighbourhood you&rsquo;re travelling in.
Items present in the World Did you ever play an RPG, wondering why the world is so empty? Do you ever wonder, while entering a noble house without any real permission, why all closets are empty or not even openable? If you happen to like looting everybody&rsquo;s treasure chests, bepare to be disappointed as some wealthy NPCs keep two single gold pieces in them. Wow! The RPG world &ldquo;contents&rdquo; should also reflect the current neighborhood you&rsquo;re traveling in.
</p>
</div>

View File

@ -19,7 +19,7 @@
<pubDate>Thu, 04 Jan 2007 00:00:00 +0000</pubDate>
<author>wouter.groeneveld@gmail.com (Wouter Groeneveld)</author>
<guid>https://jefklakscodex.com/articles/rpg-concepts-items/</guid>
<description>Items present in the World Did you ever play an RPG, wondering why the world is so empty? Do you ever wonder, while entering a noble house without any real permission, why all closets are empty or not even openable? If you happen to like looting everybody&amp;rsquo;s treasure chests, bepare to be disappointed as some wealthy NPCs keep two single gold pieces in them. Wow! The RPG world &amp;ldquo;contents&amp;rdquo; should also reflect the current neighbourhood you&amp;rsquo;re travelling in.</description>
<description>Items present in the World Did you ever play an RPG, wondering why the world is so empty? Do you ever wonder, while entering a noble house without any real permission, why all closets are empty or not even openable? If you happen to like looting everybody&amp;rsquo;s treasure chests, bepare to be disappointed as some wealthy NPCs keep two single gold pieces in them. Wow! The RPG world &amp;ldquo;contents&amp;rdquo; should also reflect the current neighborhood you&amp;rsquo;re traveling in.</description>
</item>
</channel>

View File

@ -295,7 +295,7 @@ body, .content-column-content, h1, h2, h3, h4, h5, h6, .h1, .h2, .h3, .h4, .h5,
<div class="box-masonry-description" style="clear: both;">
<p>
Ah, 2D platformers. This genre disappeared after the DOS era on the PC. Also the consoles liked more the 3D platform games like hundreds of Mario 64 clones. There was almost never an attempt to revive the classic 2D sidescrolling action and add a few modern elements to it. Except for Monolith Productions of course! We know Monolith mostly from First Person games like the recent F.E.A.R. and of course the No One Lives Forever series.
Ah, 2D platformers. This genre disappeared after the DOS era on the PC. Also the consoles liked more the 3D platform games like hundreds of Mario 64 clones. There was almost never an attempt to revive the classic 2D side-scrolling action and add a few modern elements to it. Except for Monolith Productions of course! We know Monolith mostly from First Person games like the recent F.E.A.R. and of course the No One Lives Forever series.
</p>
</div>

View File

@ -19,7 +19,7 @@
<pubDate>Thu, 05 Oct 2006 00:00:00 +0000</pubDate>
<author>wouter.groeneveld@gmail.com (Wouter Groeneveld)</author>
<guid>https://jefklakscodex.com/articles/captian-claw-review/</guid>
<description>Ah, 2D platformers. This genre disappeared after the DOS era on the PC. Also the consoles liked more the 3D platform games like hundreds of Mario 64 clones. There was almost never an attempt to revive the classic 2D sidescrolling action and add a few modern elements to it. Except for Monolith Productions of course! We know Monolith mostly from First Person games like the recent F.E.A.R. and of course the No One Lives Forever series.</description>
<description>Ah, 2D platformers. This genre disappeared after the DOS era on the PC. Also the consoles liked more the 3D platform games like hundreds of Mario 64 clones. There was almost never an attempt to revive the classic 2D side-scrolling action and add a few modern elements to it. Except for Monolith Productions of course! We know Monolith mostly from First Person games like the recent F.E.A.R. and of course the No One Lives Forever series.</description>
</item>
</channel>

View File

@ -295,7 +295,7 @@ body, .content-column-content, h1, h2, h3, h4, h5, h6, .h1, .h2, .h3, .h4, .h5,
<div class="box-masonry-description" style="clear: both;">
<p>
Items present in the World Did you ever play an RPG, wondering why the world is so empty? Do you ever wonder, while entering a noble house without any real permission, why all closets are empty or not even openable? If you happen to like looting everybody&rsquo;s treasure chests, bepare to be disappointed as some wealthy NPCs keep two single gold pieces in them. Wow! The RPG world &ldquo;contents&rdquo; should also reflect the current neighbourhood you&rsquo;re travelling in.
Items present in the World Did you ever play an RPG, wondering why the world is so empty? Do you ever wonder, while entering a noble house without any real permission, why all closets are empty or not even openable? If you happen to like looting everybody&rsquo;s treasure chests, bepare to be disappointed as some wealthy NPCs keep two single gold pieces in them. Wow! The RPG world &ldquo;contents&rdquo; should also reflect the current neighborhood you&rsquo;re traveling in.
</p>
</div>

View File

@ -19,7 +19,7 @@
<pubDate>Thu, 04 Jan 2007 00:00:00 +0000</pubDate>
<author>wouter.groeneveld@gmail.com (Wouter Groeneveld)</author>
<guid>https://jefklakscodex.com/articles/rpg-concepts-items/</guid>
<description>Items present in the World Did you ever play an RPG, wondering why the world is so empty? Do you ever wonder, while entering a noble house without any real permission, why all closets are empty or not even openable? If you happen to like looting everybody&amp;rsquo;s treasure chests, bepare to be disappointed as some wealthy NPCs keep two single gold pieces in them. Wow! The RPG world &amp;ldquo;contents&amp;rdquo; should also reflect the current neighbourhood you&amp;rsquo;re travelling in.</description>
<description>Items present in the World Did you ever play an RPG, wondering why the world is so empty? Do you ever wonder, while entering a noble house without any real permission, why all closets are empty or not even openable? If you happen to like looting everybody&amp;rsquo;s treasure chests, bepare to be disappointed as some wealthy NPCs keep two single gold pieces in them. Wow! The RPG world &amp;ldquo;contents&amp;rdquo; should also reflect the current neighborhood you&amp;rsquo;re traveling in.</description>
</item>
</channel>

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@ -296,7 +296,7 @@ body, .content-column-content, h1, h2, h3, h4, h5, h6, .h1, .h2, .h3, .h4, .h5,
<p>
Watch the NPC Reaction video tests! &gt;&gt;
An NPC is basically a character not controlled by the player, who can be of great importance during the many main or side quests. NPCs vary in importance and placement: they can either be annoying and usesless or interesting and useful. Many Roleplaying games only give the most important NPCs something useful to say or do. Talking to other characters makes no sense since they only answer with one of the standard sentences: &ldquo;oh, you&rsquo;re the princess!
An NPC is basically a character not controlled by the player, who can be of great importance during the many main or side quests. NPCs vary in importance and placement: they can either be annoying and useless or interesting and useful. Many Role-playing games only give the most important NPCs something useful to say or do. Talking to other characters makes no sense since they only answer with one of the standard sentences: &ldquo;oh, you&rsquo;re the princess!
</p>
</div>

View File

@ -20,7 +20,7 @@
<author>wouter.groeneveld@gmail.com (Wouter Groeneveld)</author>
<guid>https://jefklakscodex.com/articles/rpg-concepts-npcs/</guid>
<description>Watch the NPC Reaction video tests! &amp;gt;&amp;gt;
An NPC is basically a character not controlled by the player, who can be of great importance during the many main or side quests. NPCs vary in importance and placement: they can either be annoying and usesless or interesting and useful. Many Roleplaying games only give the most important NPCs something useful to say or do. Talking to other characters makes no sense since they only answer with one of the standard sentences: &amp;ldquo;oh, you&amp;rsquo;re the princess!</description>
An NPC is basically a character not controlled by the player, who can be of great importance during the many main or side quests. NPCs vary in importance and placement: they can either be annoying and useless or interesting and useful. Many Role-playing games only give the most important NPCs something useful to say or do. Talking to other characters makes no sense since they only answer with one of the standard sentences: &amp;ldquo;oh, you&amp;rsquo;re the princess!</description>
</item>
</channel>

View File

@ -295,7 +295,7 @@ body, .content-column-content, h1, h2, h3, h4, h5, h6, .h1, .h2, .h3, .h4, .h5,
<div class="box-masonry-description" style="clear: both;">
<p>
Items present in the World Did you ever play an RPG, wondering why the world is so empty? Do you ever wonder, while entering a noble house without any real permission, why all closets are empty or not even openable? If you happen to like looting everybody&rsquo;s treasure chests, bepare to be disappointed as some wealthy NPCs keep two single gold pieces in them. Wow! The RPG world &ldquo;contents&rdquo; should also reflect the current neighbourhood you&rsquo;re travelling in.
Items present in the World Did you ever play an RPG, wondering why the world is so empty? Do you ever wonder, while entering a noble house without any real permission, why all closets are empty or not even openable? If you happen to like looting everybody&rsquo;s treasure chests, bepare to be disappointed as some wealthy NPCs keep two single gold pieces in them. Wow! The RPG world &ldquo;contents&rdquo; should also reflect the current neighborhood you&rsquo;re traveling in.
</p>
</div>

View File

@ -19,7 +19,7 @@
<pubDate>Thu, 04 Jan 2007 00:00:00 +0000</pubDate>
<author>wouter.groeneveld@gmail.com (Wouter Groeneveld)</author>
<guid>https://jefklakscodex.com/articles/rpg-concepts-items/</guid>
<description>Items present in the World Did you ever play an RPG, wondering why the world is so empty? Do you ever wonder, while entering a noble house without any real permission, why all closets are empty or not even openable? If you happen to like looting everybody&amp;rsquo;s treasure chests, bepare to be disappointed as some wealthy NPCs keep two single gold pieces in them. Wow! The RPG world &amp;ldquo;contents&amp;rdquo; should also reflect the current neighbourhood you&amp;rsquo;re travelling in.</description>
<description>Items present in the World Did you ever play an RPG, wondering why the world is so empty? Do you ever wonder, while entering a noble house without any real permission, why all closets are empty or not even openable? If you happen to like looting everybody&amp;rsquo;s treasure chests, bepare to be disappointed as some wealthy NPCs keep two single gold pieces in them. Wow! The RPG world &amp;ldquo;contents&amp;rdquo; should also reflect the current neighborhood you&amp;rsquo;re traveling in.</description>
</item>
<item>

View File

@ -323,7 +323,7 @@ body, .content-column-content, h1, h2, h3, h4, h5, h6, .h1, .h2, .h3, .h4, .h5,
<p>
Watch the NPC Reaction video tests! &gt;&gt;
An NPC is basically a character not controlled by the player, who can be of great importance during the many main or side quests. NPCs vary in importance and placement: they can either be annoying and usesless or interesting and useful. Many Roleplaying games only give the most important NPCs something useful to say or do. Talking to other characters makes no sense since they only answer with one of the standard sentences: &ldquo;oh, you&rsquo;re the princess!
An NPC is basically a character not controlled by the player, who can be of great importance during the many main or side quests. NPCs vary in importance and placement: they can either be annoying and useless or interesting and useful. Many Role-playing games only give the most important NPCs something useful to say or do. Talking to other characters makes no sense since they only answer with one of the standard sentences: &ldquo;oh, you&rsquo;re the princess!
</p>
</div>

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@ -30,7 +30,7 @@
<author>wouter.groeneveld@gmail.com (Wouter Groeneveld)</author>
<guid>https://jefklakscodex.com/articles/rpg-concepts-npcs/</guid>
<description>Watch the NPC Reaction video tests! &amp;gt;&amp;gt;
An NPC is basically a character not controlled by the player, who can be of great importance during the many main or side quests. NPCs vary in importance and placement: they can either be annoying and usesless or interesting and useful. Many Roleplaying games only give the most important NPCs something useful to say or do. Talking to other characters makes no sense since they only answer with one of the standard sentences: &amp;ldquo;oh, you&amp;rsquo;re the princess!</description>
An NPC is basically a character not controlled by the player, who can be of great importance during the many main or side quests. NPCs vary in importance and placement: they can either be annoying and useless or interesting and useful. Many Role-playing games only give the most important NPCs something useful to say or do. Talking to other characters makes no sense since they only answer with one of the standard sentences: &amp;ldquo;oh, you&amp;rsquo;re the princess!</description>
</item>
</channel>

View File

@ -295,7 +295,7 @@ body, .content-column-content, h1, h2, h3, h4, h5, h6, .h1, .h2, .h3, .h4, .h5,
<div class="box-masonry-description" style="clear: both;">
<p>
Items present in the World Did you ever play an RPG, wondering why the world is so empty? Do you ever wonder, while entering a noble house without any real permission, why all closets are empty or not even openable? If you happen to like looting everybody&rsquo;s treasure chests, bepare to be disappointed as some wealthy NPCs keep two single gold pieces in them. Wow! The RPG world &ldquo;contents&rdquo; should also reflect the current neighbourhood you&rsquo;re travelling in.
Items present in the World Did you ever play an RPG, wondering why the world is so empty? Do you ever wonder, while entering a noble house without any real permission, why all closets are empty or not even openable? If you happen to like looting everybody&rsquo;s treasure chests, bepare to be disappointed as some wealthy NPCs keep two single gold pieces in them. Wow! The RPG world &ldquo;contents&rdquo; should also reflect the current neighborhood you&rsquo;re traveling in.
</p>
</div>
@ -322,7 +322,7 @@ body, .content-column-content, h1, h2, h3, h4, h5, h6, .h1, .h2, .h3, .h4, .h5,
<p>
Watch the NPC Reaction video tests! &gt;&gt;
An NPC is basically a character not controlled by the player, who can be of great importance during the many main or side quests. NPCs vary in importance and placement: they can either be annoying and usesless or interesting and useful. Many Roleplaying games only give the most important NPCs something useful to say or do. Talking to other characters makes no sense since they only answer with one of the standard sentences: &ldquo;oh, you&rsquo;re the princess!
An NPC is basically a character not controlled by the player, who can be of great importance during the many main or side quests. NPCs vary in importance and placement: they can either be annoying and useless or interesting and useful. Many Role-playing games only give the most important NPCs something useful to say or do. Talking to other characters makes no sense since they only answer with one of the standard sentences: &ldquo;oh, you&rsquo;re the princess!
</p>
</div>

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@ -19,7 +19,7 @@
<pubDate>Thu, 04 Jan 2007 00:00:00 +0000</pubDate>
<author>wouter.groeneveld@gmail.com (Wouter Groeneveld)</author>
<guid>https://jefklakscodex.com/articles/rpg-concepts-items/</guid>
<description>Items present in the World Did you ever play an RPG, wondering why the world is so empty? Do you ever wonder, while entering a noble house without any real permission, why all closets are empty or not even openable? If you happen to like looting everybody&amp;rsquo;s treasure chests, bepare to be disappointed as some wealthy NPCs keep two single gold pieces in them. Wow! The RPG world &amp;ldquo;contents&amp;rdquo; should also reflect the current neighbourhood you&amp;rsquo;re travelling in.</description>
<description>Items present in the World Did you ever play an RPG, wondering why the world is so empty? Do you ever wonder, while entering a noble house without any real permission, why all closets are empty or not even openable? If you happen to like looting everybody&amp;rsquo;s treasure chests, bepare to be disappointed as some wealthy NPCs keep two single gold pieces in them. Wow! The RPG world &amp;ldquo;contents&amp;rdquo; should also reflect the current neighborhood you&amp;rsquo;re traveling in.</description>
</item>
<item>
@ -29,7 +29,7 @@
<author>wouter.groeneveld@gmail.com (Wouter Groeneveld)</author>
<guid>https://jefklakscodex.com/articles/rpg-concepts-npcs/</guid>
<description>Watch the NPC Reaction video tests! &amp;gt;&amp;gt;
An NPC is basically a character not controlled by the player, who can be of great importance during the many main or side quests. NPCs vary in importance and placement: they can either be annoying and usesless or interesting and useful. Many Roleplaying games only give the most important NPCs something useful to say or do. Talking to other characters makes no sense since they only answer with one of the standard sentences: &amp;ldquo;oh, you&amp;rsquo;re the princess!</description>
An NPC is basically a character not controlled by the player, who can be of great importance during the many main or side quests. NPCs vary in importance and placement: they can either be annoying and useless or interesting and useful. Many Role-playing games only give the most important NPCs something useful to say or do. Talking to other characters makes no sense since they only answer with one of the standard sentences: &amp;ldquo;oh, you&amp;rsquo;re the princess!</description>
</item>
<item>

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@ -295,7 +295,7 @@ body, .content-column-content, h1, h2, h3, h4, h5, h6, .h1, .h2, .h3, .h4, .h5,
<div class="box-masonry-description" style="clear: both;">
<p>
Items present in the World Did you ever play an RPG, wondering why the world is so empty? Do you ever wonder, while entering a noble house without any real permission, why all closets are empty or not even openable? If you happen to like looting everybody&rsquo;s treasure chests, bepare to be disappointed as some wealthy NPCs keep two single gold pieces in them. Wow! The RPG world &ldquo;contents&rdquo; should also reflect the current neighbourhood you&rsquo;re travelling in.
Items present in the World Did you ever play an RPG, wondering why the world is so empty? Do you ever wonder, while entering a noble house without any real permission, why all closets are empty or not even openable? If you happen to like looting everybody&rsquo;s treasure chests, bepare to be disappointed as some wealthy NPCs keep two single gold pieces in them. Wow! The RPG world &ldquo;contents&rdquo; should also reflect the current neighborhood you&rsquo;re traveling in.
</p>
</div>

View File

@ -19,7 +19,7 @@
<pubDate>Thu, 04 Jan 2007 00:00:00 +0000</pubDate>
<author>wouter.groeneveld@gmail.com (Wouter Groeneveld)</author>
<guid>https://jefklakscodex.com/articles/rpg-concepts-items/</guid>
<description>Items present in the World Did you ever play an RPG, wondering why the world is so empty? Do you ever wonder, while entering a noble house without any real permission, why all closets are empty or not even openable? If you happen to like looting everybody&amp;rsquo;s treasure chests, bepare to be disappointed as some wealthy NPCs keep two single gold pieces in them. Wow! The RPG world &amp;ldquo;contents&amp;rdquo; should also reflect the current neighbourhood you&amp;rsquo;re travelling in.</description>
<description>Items present in the World Did you ever play an RPG, wondering why the world is so empty? Do you ever wonder, while entering a noble house without any real permission, why all closets are empty or not even openable? If you happen to like looting everybody&amp;rsquo;s treasure chests, bepare to be disappointed as some wealthy NPCs keep two single gold pieces in them. Wow! The RPG world &amp;ldquo;contents&amp;rdquo; should also reflect the current neighborhood you&amp;rsquo;re traveling in.</description>
</item>
</channel>

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@ -295,7 +295,7 @@ body, .content-column-content, h1, h2, h3, h4, h5, h6, .h1, .h2, .h3, .h4, .h5,
<div class="box-masonry-description" style="clear: both;">
<p>
Items present in the World Did you ever play an RPG, wondering why the world is so empty? Do you ever wonder, while entering a noble house without any real permission, why all closets are empty or not even openable? If you happen to like looting everybody&rsquo;s treasure chests, bepare to be disappointed as some wealthy NPCs keep two single gold pieces in them. Wow! The RPG world &ldquo;contents&rdquo; should also reflect the current neighbourhood you&rsquo;re travelling in.
Items present in the World Did you ever play an RPG, wondering why the world is so empty? Do you ever wonder, while entering a noble house without any real permission, why all closets are empty or not even openable? If you happen to like looting everybody&rsquo;s treasure chests, bepare to be disappointed as some wealthy NPCs keep two single gold pieces in them. Wow! The RPG world &ldquo;contents&rdquo; should also reflect the current neighborhood you&rsquo;re traveling in.
</p>
</div>

View File

@ -19,7 +19,7 @@
<pubDate>Thu, 04 Jan 2007 00:00:00 +0000</pubDate>
<author>wouter.groeneveld@gmail.com (Wouter Groeneveld)</author>
<guid>https://jefklakscodex.com/articles/rpg-concepts-items/</guid>
<description>Items present in the World Did you ever play an RPG, wondering why the world is so empty? Do you ever wonder, while entering a noble house without any real permission, why all closets are empty or not even openable? If you happen to like looting everybody&amp;rsquo;s treasure chests, bepare to be disappointed as some wealthy NPCs keep two single gold pieces in them. Wow! The RPG world &amp;ldquo;contents&amp;rdquo; should also reflect the current neighbourhood you&amp;rsquo;re travelling in.</description>
<description>Items present in the World Did you ever play an RPG, wondering why the world is so empty? Do you ever wonder, while entering a noble house without any real permission, why all closets are empty or not even openable? If you happen to like looting everybody&amp;rsquo;s treasure chests, bepare to be disappointed as some wealthy NPCs keep two single gold pieces in them. Wow! The RPG world &amp;ldquo;contents&amp;rdquo; should also reflect the current neighborhood you&amp;rsquo;re traveling in.</description>
</item>
</channel>

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@ -296,7 +296,7 @@ body, .content-column-content, h1, h2, h3, h4, h5, h6, .h1, .h2, .h3, .h4, .h5,
<p>
Watch the NPC Reaction video tests! &gt;&gt;
An NPC is basically a character not controlled by the player, who can be of great importance during the many main or side quests. NPCs vary in importance and placement: they can either be annoying and usesless or interesting and useful. Many Roleplaying games only give the most important NPCs something useful to say or do. Talking to other characters makes no sense since they only answer with one of the standard sentences: &ldquo;oh, you&rsquo;re the princess!
An NPC is basically a character not controlled by the player, who can be of great importance during the many main or side quests. NPCs vary in importance and placement: they can either be annoying and useless or interesting and useful. Many Role-playing games only give the most important NPCs something useful to say or do. Talking to other characters makes no sense since they only answer with one of the standard sentences: &ldquo;oh, you&rsquo;re the princess!
</p>
</div>

View File

@ -20,7 +20,7 @@
<author>wouter.groeneveld@gmail.com (Wouter Groeneveld)</author>
<guid>https://jefklakscodex.com/articles/rpg-concepts-npcs/</guid>
<description>Watch the NPC Reaction video tests! &amp;gt;&amp;gt;
An NPC is basically a character not controlled by the player, who can be of great importance during the many main or side quests. NPCs vary in importance and placement: they can either be annoying and usesless or interesting and useful. Many Roleplaying games only give the most important NPCs something useful to say or do. Talking to other characters makes no sense since they only answer with one of the standard sentences: &amp;ldquo;oh, you&amp;rsquo;re the princess!</description>
An NPC is basically a character not controlled by the player, who can be of great importance during the many main or side quests. NPCs vary in importance and placement: they can either be annoying and useless or interesting and useful. Many Role-playing games only give the most important NPCs something useful to say or do. Talking to other characters makes no sense since they only answer with one of the standard sentences: &amp;ldquo;oh, you&amp;rsquo;re the princess!</description>
</item>
</channel>

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@ -63,7 +63,7 @@
"copyrightHolder" : "Wouter Groeneveld",
"copyrightYear" : "2008",
"datePublished": "2008-04-30 00:00:00 &#43;0000 UTC",
"dateModified" : "2018-05-19 13:04:47 &#43;0200 CEST",
"dateModified" : "2019-07-31 08:47:02 &#43;0200 CEST",
"url" : "https://jefklakscodex.com/tags/wizardry8/",
"wordCount" : "0",
@ -322,7 +322,7 @@ body, .content-column-content, h1, h2, h3, h4, h5, h6, .h1, .h2, .h3, .h4, .h5,
<div class="box-masonry-description" style="clear: both;">
<p>
Legal notice: Most tips, tricks, howtos and guides are - not - originally created by me. They are scattered troughout the internet, and this site contains a bunch of information found on other sites. Therefore, I am not responsible for any wrong information, or grammatical faults. If anybody notices his own text and would like to have it removed, please email me!
Legal notice: Most tips, tricks, howtos and guides are - not - originally created by me. They are scattered throughout the Internet, and this site contains a bunch of information found on other sites. Therefore, I am not responsible for any wrong information, or grammatical faults. If anybody notices his own text and would like to have it removed, please email me!
A warm welcome to you, stranger.
</p>
@ -350,7 +350,7 @@ body, .content-column-content, h1, h2, h3, h4, h5, h6, .h1, .h2, .h3, .h4, .h5,
<p>
Watch the NPC Reaction video tests! &gt;&gt;
An NPC is basically a character not controlled by the player, who can be of great importance during the many main or side quests. NPCs vary in importance and placement: they can either be annoying and usesless or interesting and useful. Many Roleplaying games only give the most important NPCs something useful to say or do. Talking to other characters makes no sense since they only answer with one of the standard sentences: &ldquo;oh, you&rsquo;re the princess!
An NPC is basically a character not controlled by the player, who can be of great importance during the many main or side quests. NPCs vary in importance and placement: they can either be annoying and useless or interesting and useful. Many Role-playing games only give the most important NPCs something useful to say or do. Talking to other characters makes no sense since they only answer with one of the standard sentences: &ldquo;oh, you&rsquo;re the princess!
</p>
</div>

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@ -29,7 +29,7 @@
<pubDate>Sun, 17 Jun 2007 00:00:00 +0000</pubDate>
<author>wouter.groeneveld@gmail.com (Wouter Groeneveld)</author>
<guid>https://jefklakscodex.com/articles/wizardry8-tips/</guid>
<description>Legal notice: Most tips, tricks, howtos and guides are - not - originally created by me. They are scattered troughout the internet, and this site contains a bunch of information found on other sites. Therefore, I am not responsible for any wrong information, or grammatical faults. If anybody notices his own text and would like to have it removed, please email me!
<description>Legal notice: Most tips, tricks, howtos and guides are - not - originally created by me. They are scattered throughout the Internet, and this site contains a bunch of information found on other sites. Therefore, I am not responsible for any wrong information, or grammatical faults. If anybody notices his own text and would like to have it removed, please email me!
A warm welcome to you, stranger.</description>
</item>
@ -40,7 +40,7 @@
<author>wouter.groeneveld@gmail.com (Wouter Groeneveld)</author>
<guid>https://jefklakscodex.com/articles/rpg-concepts-npcs/</guid>
<description>Watch the NPC Reaction video tests! &amp;gt;&amp;gt;
An NPC is basically a character not controlled by the player, who can be of great importance during the many main or side quests. NPCs vary in importance and placement: they can either be annoying and usesless or interesting and useful. Many Roleplaying games only give the most important NPCs something useful to say or do. Talking to other characters makes no sense since they only answer with one of the standard sentences: &amp;ldquo;oh, you&amp;rsquo;re the princess!</description>
An NPC is basically a character not controlled by the player, who can be of great importance during the many main or side quests. NPCs vary in importance and placement: they can either be annoying and useless or interesting and useful. Many Role-playing games only give the most important NPCs something useful to say or do. Talking to other characters makes no sense since they only answer with one of the standard sentences: &amp;ldquo;oh, you&amp;rsquo;re the princess!</description>
</item>
</channel>