Equipment and Skills Guide

GHub Platform · Гайд · 0 ответов · 5 просмотров

Unfortunately the game's devs didn't make a particularily good job explaining game mechanics and gameplay details, so this guide is one of the attempts to correct that oversight. There are two abbreviations in this text. D - Damage. DR - Damage Resistance. There could be more but I don't feel like it's really necessary. * - means the piece of equipment already described above. Now let's talk about the only thing you certainly shouldn't do playing the game for the first time - don't choose the Extreme difficulty. I saw some guides where it was recommended, just to save time because theoretically you can get all the achievements during one playthrough. And theoretically it's possible, but it won't be fun at all. It's the worst thing you can do to yourself and no amount of saved time is worth endless frustration you would bring upon yourself. The second worst choice for your first playthrough is Hard difficulty. It's possible to finish the game on Hard, but there are two reasons you don't wanna do it. First, there is about five really tough fights which are hard even on Medium difficulty. To win them you need to know game mechanics pretty well and you won't be able to properly learn everything you need to know until at least the middle of the game. Second, there is no respec in any shape or form in the game. So theoretically you can screw your characters up to the point where you won't be able to ever win the final battle. So I suggest the Medium difficulty for your first playthrough. There are not many differences between Hard and Extreme and you can skip Hard altogether. And also the game is pretty short anyway, don't deprive yourself of some fun. Arkail Strength 14 Agility 6 Stamina 15 Mind 5 Gladiator's greaves [DR +5%, Stability +3] Slicer [D +5] Styx Strength 5 Agility 15 Stamina 6 Mind 14 He starts with complete Survivor's set. Survivor's leather [DR +6%, Life reg./s +1, Stamina +2] Survivor's gloves [DR +2%, Striking force +3] Survivor's leggins [DR +2%, Stability +3] Sacrificial daggers [D +3, Converts 10% of inflicted D into Life points] Sometimes Styx can get Throat slitters [D +3, Dodge +5%] instead of Sacrificial daggers. On Easy and Medium difficulty you can play however you want using any skills in any order. But there are only that many really useful skills for Hard and Extreme difficulties. The combination that worked really well for me was defensive and tanky Arkail and Styx attacking mostly from a distance. Every attack has one of three impact levels - Light, Medium or Heavy. If enemies' Stability is low enough the attack can stagger them for a breif moment, which could be very useful, especially for flimsy Styx. Let's look at all the skills they have first. Offensive stance Increases damage and allows Arkail to use the Bloodjaws' most powerful attack. Damage: +50%. Damage reduction: -50%. Deflection: -50%. Upgrades: Every critical hit will stun the target [3]; Every successful hit has a 25% chance of causing bleeding [3]. Fast Attack Default attack. Automatically executed when Arkail fights in Offensive stance. Damage: 100%. Type of impact: Medium. Upgrades: Inflicts bleeding to any enemy affected by a vulnerability [3]; Increase stability by 100% during the attack [3]. Powerful Blow Heavy vertical attack that mere mortals cannot parry but, which can be dodged more easily than a normal attack. Damage: 125%. Number of blows: 3. Type of impact; Heavy. Enemy parry: -50%, Enemy dodge: +50%. Upgrades: The powerful Blow is impossible to interrupt [5]; Damage is increased by 50% [5]. Feint Feint attack difficult to dodge, but with slight impact and more likely to be parried. Damage: 150%. Number of blows: 2. Type of impact: Light. Enemy parry: +50%, Enemy dodge: -75%. Upgrades: The attack has a 100% chance of disabling the target [5]; Damage is increased by 50% [5]. Round Attack [2] Double strike pushing back all enemies within range. Very powerful, but can be parried or dodged. Area: 4 meters. Damage: 100%. Number of blows: 2. Type of impact: Medium. Enemy parry: +50%, Enemy dodge: +50%. Upgrade: The Round Attack cannot be interrupted [6]; Takes away the enemies' bonus to dodging or parrying the attack [6]. Sworn Enemy [2] Series of two heavy blows that generate a high threat for the target. Damage: 125%. Number of blows: 2. Type of impact: Heavy. Threat: +100. Upgrades: The attack restores 30 Life points [6]; The attack increases rage by 20 points [6]. Offensive Charge [6] Charges at a distant enemy to land a very powerful blow, inflicting heavy damage. Damage: 200%. Type of impact: Heavy. Upgrades: The impact has a 50% chance to stun a target[9]; Damage is increased by 100% [9]. Murderous Rage [10] Arkail lowers his guard to concentrate on the attack, inflicting more damage at the cost of his defense. Duration: 30 sec. Damage: +50%. Damage reduction: -100%. Deflection: -100%. Upgrades: Chances of landing critical hit increase by 10% [13]; Defense penalty (armor and deflection) is decreased to -0% [13]. Defensive stance Raises the chances of Deflection by 20%, slows down the Rage increase and allows Arkail to automatically riposte some of the deflected attacks. Rage per sec.: -2. Deflection: +25%. Counter-attack: +35%. Upgrades: The chance of deflecting increases by 10% in Defensive stance [3]; Arkail's rage increases even more slowly [3]. Quick Attack Default attack. Executed in the form of an automatic riposte when Arkail successfully counter-attacks. Damage: 100%. Type of impact: Medium. Upgrades: The attack has a 25% chance of stunning the target [3]; The target's chances of parrying or dodging the attack are reduced by 25% [3]. Stunning punch Powerful punch that stuns the target, who becomes incapable of reacting for several seconds. Damage: 150%. Type of impact: Heavy. Chance of stunning: 75%. Enemy parry: +50%. Enemy dodge: +50%. Upgrades: The target's chances of parrying of dodging the attack are reduced by 50% [5]; Damage is increased by 50% [5]. Rage Release Decreases the rage gauge over a short period of time. Duration: 3 sec. Rage per second: -5. Upgrades: The decrease of Rage is amplified by 100% [5]; Converts 100% of the suppressed rage into Life points [5]. Taunt [2] Makes nearby enemies perceive a threat, depending how far away they are. Area: 8 meters. Threat: +100. Upgrades: The Taunt has a 25% chance of destabilizing every provoked foe [6]; Extends the area of effect of the Taunt by 100% [6]. Back and Force [2] Fast attack that interrupts and knocks back a target. Damage: 50%. Number of blows: 3. Type of impact: Heavy. Striking force: 500%. Upgrades: The attack has a 100% chance of stunning the target [6]; Damage is increased by 100% [6]. Carapace [6] Goes into a defensive stance, improving Damage reduction and Deflection while reducing offensive abilities (damage and critical hits) for 15 sec. Duration: 15 sec. Damage reduction: +25%. Deflection: +15%. Damage: -75%. Critical hits: -75%. Upgrades: Increases the chances of counter-attacking with each deflected blow by 35% [9]; Increases health regeneration by 50% [9]. Disengagement [10] Area attack knocking back enemies, inflicting more damage if the targets are vulnerable. Area: 4 meters. Damage: 75%. Number of blows: 4. Type of impact: Heavy. Striking force: 150%. Upgrades: The attack is impossible to interrupt [13]; Increases striking force by 100% [13]. The number in square brackets denotes the level on which a skill can be obtained. If there is no number - the skill is available from the start. BTW starting skills of both characters are described in the official Manual. Range Combat stance Sheathes the knives and uses throwing daggers. Upgrades: Increases Dodge by 15% [3]; Increases health regeneration by 50% in Range Combat stance [3]. Throw Knife Default attack. Automatically executed when Styx fights in Range Combat stance. Damage: 75%. Type of impact: Light. Upgrades: The attack has 25% chance of causing vulnerability [3]; Every critical hit increases conc

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GHub Platform · автор26.08.2026, 00:24:30

Unfortunately the game's devs didn't make a particularily good job explaining game mechanics and gameplay details, so this guide is one of the attempts to correct that oversight. There are two abbreviations in this text. D - Damage. DR - Damage Resistance. There could be more but…

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