how can you say no? You can get more out of these than many Traits, and the number of Skill Points you have is more or less limited by the number of enemies in the game, so this effectively increases that limit. Loses its effectiveness later on, but still a good choice. Recommendation: 4/5 - Poison damage is common throughout the game, and between the early and mid-game can be a party killer. Poison Resistant: You are naturally resistant to poisons. However, considering your Insectoids will probably be Mages, it's better they avoid attacks instead of taking them, in which case, Evasive is a better Trait to choose. Recommendation: 3/5 - This is a useful Trait, as Insectoids are quite squishy. Natural Armor: Your skin is very thick and armor-like. Put this on your beefiest character to give him or her a boost that will last to the end of the game. Moreover, Vitality adds to Resist Cold and Resist Poison, and reduces the duration of Disease and Poison statuses, making this by far the better Trait. Unlike Tough, the Vitality boost will affect subsequent level-ups. Recommendation: 4/5 - There's nothing wrong with a little more Health. There are only about 5 Skulls in the game, however, so while the damage bonus is substantial, it will have to be spread out if you have more than one Minotaur. Recommendation: 5/5 - At least one Minotaur in your party should pick Head Hunter. Head Hunter: You are something of a trophy collector.Įffect: Attack Power +3 (Per Skull in Inventory) If you do go all-in with Unarmed Combat, though, this Trait provides a pretty huge damage boost. Weapons are plentiful past the first level of the game, so sporadic use isn't worth this Trait at all. Recommendation: 5/5 - Only pick this up if you plan on using an unarmed character. A good trait for Rogues or high-Dexterity Fighters.įist Fighter: You know how to survive tavern brawls. Recommendation: 4/5 - A +7 bonus to Evasion is quite substantial, and is on par with some of the better defensive items in the game. A stray Fireball can often mean death, so picking up this trait is smart for the defensive player.Įvasive: You know better to stay away from harm. Recommendation: 4/5 - Fire damage is common from the mid-game onward. There are few ways to resist Cold damage, so this is a decent choice provided you don't mind waiting for it to be useful.ĭaemon Ancestor: Your Great Grandfather had fiery eyes. ![]() Recommendation: 3/5 - Cold damage is relatively rare until late in the game, but the cold attacks you do come across tend to be quite severe. However, it's overshadowed by Strong Mind, which provides more Energy over the long term.Ĭold-blooded: You are naturally resistant to cold. Recommendation: 2/5 - A decent Trait for Mages, as +15 Energy can mean the difference between casting a spell to win a fight, or losing. Additionally, since you only get +1 Attack Power per +2 Strength, this Trait isn't quite as useful as it sounds. ![]() Recommendation: 2/5 - Strength is nice for adding carrying capacity to your designated pack mule, but the +2 bonus isn't anything to write home about. The +2 isn't a huge bonus, but you get more for that +2 than you do some of the other attributes. ![]() Recommendation: 3/5 - Dexterity is useful, as it adds to Evasion, Accuracy, and your Fire and Shock resistances. ![]() Front-line fighters will be well-served by this trait. Recommendation: 4/5 - More damage is always nice, and +4 Attack Power is equivalent to +8 Strength. Below, you'll find details on all of them, as well as a rating out of 5 on which ones are most and least useful. There are 15 Traits to choose from in Legend of Grimrock, 2 of them race-specific.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |