Posted January 18, 2020
THIS TOPIC IS ABOUT KULT - HERETIC KINGDOMS - THE INQUISITION (that's one game's title, before anyone asks)
Foreword:
I played until what the walkthrough (which is not perfect) calles Chapter 4, on Normal, and I think I got the gist of it.
Unfortunately the game is very small, like playing Diablo 2 Act 1, only the Caves.
Things still can get complicated.
The STORY/LORE posts will be marked as such. Change in this field was neede becauseofthe hugh infodump what you get when reaching the capital.
Creating your character:
I'd set a colour you could actualy see, so you don't get lost. Aside that it doesn't matter.
I also feel the choice of the two perks (attunement) are prettymuch irrelevant. You get them, but you don't start them active, and a bit further you'll get 6? It feels to be a bug.
By my experience the build will be a heavy armor wearing, air element, fast weapon user. Start with E+ in Speed, and D in Melee. You can safely neglect Magic and Ranged for the rest of the game (those two provide ranged attack, but you'll only need that in one area, at the start, and will need strong attack against rushing mobs, and the game lacks AoE). Oh, ye, I'll use shields.
Controls:
M is the minimap, left ALT highligts items on the ground. I'm not sure what's the factor for items disappearing, but they occasionaly do.
Attack is rightclick. You can not fix your cursor to the enemy.
To use a container (nags, and whatnot) rightclick on them while they are in your inventory. You can not put a container in another. I find it most effective to leave 6 empty placein my inventory, filling the rest with containers.
Oh, healing items only work from the backpack, NOT from acontainer, so they take 1 place too in the backpack. You only need 1 healing item of the best kind.
The game does not allow ALT+Tab, what is bad news because all the items and perks.
So, let's start the game:
Immediately change to bow, because you won't be able to sleep until you leave the Monastery. Also put the healing item to a comfortable hotkey: pick it up with a click, then release the button. Pull theitem to a quick-slot, and click again. If you keep pressing the mouse-button, the item will be dropped on the floor.
Enter, and RUN TO THE UPPER RIGHT CHEST. Pick up the ring, and wear it. Now start shooting the enemy on the screen - he is very slow, so back away as needed.
There's another chest here. and a barrel. Exit, and talk with Valkerin. Ask for Air element (though it barely matters). Wear the focus-weapon you just got. Re-enter, staying in the normal world, go down.
In the circle of the stone of the inner chamber switch to Dream World, and talk with the Overseer. Switch back to normal, go up, switch to Dreamworld, and dispose the two spectre here, then the protection of the chest. Switch to real world, pick up the amulet, go down to the Overseer. The Overseer will give you 5 perks, 4 active slot, and you can fill up your active slots too like you had slept. (Maybe he heals you? I'll tell what to do with your HP in a moment.) Choose Defensive Aura 1 as you still lack any armor, Serendipity to find items (you'll sell everything), Dreamform (because half the monsters are in Dreamworld - double damage -, it is bloody annoying to not be in Dreamworld infinite, and the progress demands it either way, you'll get permanently stuck if you don't get this I think). The 4th slot is your pick.
Now, when you have HP, time to hunt ghosts. There is 1 more where the locked chest was, 1 in the outskirts, and 2 in the inner chambers yousurely noticed, but avoided until now. Defeat them if you can before you leave the area.
Report back to your master, and go to the next area.
Around this time you get a levelup, what is good, will let you
Some note on attunements ("perks"):
- I have no idea what Attunements-points are. They are given by Essences, which you gain by slaying Dreamworld stuff.
- you can only have 1 of Grade X perks, so use the best you have. This also makes you worry less about gold on the Warlord perk-tree (I think. Didn't met with it yet).
- watch out for the requirements when you try to unlock/use perks.
Note on shield/no shield: Shield provide a passive ability while equipped. They also give you 10% bonus exp (by a perk, if you use it). No-skill perks take perk-slots. Go figure.
Note on no armor: ok, you are faster, but I got hit insanely even on Normal. Maybe ranged people might derive to this, but even then light armor sound more useful. Another problem is, Mark II of the skill comes late (in Chapter 4), and Mrk III is even further.
Note on water: itis about stunning and slowing the enemy. Problem is, its strongest perks don't work on everyone.
Note on Fire: this element seems to lack focus. Can boost your criticals, give DoT, and do all kindsof things. Extra: it works especialy bad with Heavy Armor asfire halves, whileHAsimply negates critical hits landing on you.
Note on Earth: it uses poison as DoT, and has the most AoE (though those situations are not many due to the game's nature). I think it can be a very effective ranged build.
Note on Air: as most times like theotherelements does the same, but these type of items come early, andit provides seemingly useful buffs, instead of a flashlight, or altering the frequency of the enemies. Namely it can make you walk faster, and disables traps (beats me what are those, but better not figure it out, eh?).
Note on elements: remember, that once you have the perks you wish for, you can change the elements of weapons, so you still have the full selection of items. As enemies in passed areas do respawn, the minor fee can be payed.
Foreword:
I played until what the walkthrough (which is not perfect) calles Chapter 4, on Normal, and I think I got the gist of it.
Unfortunately the game is very small, like playing Diablo 2 Act 1, only the Caves.
Things still can get complicated.
The STORY/LORE posts will be marked as such. Change in this field was neede becauseofthe hugh infodump what you get when reaching the capital.
Creating your character:
I'd set a colour you could actualy see, so you don't get lost. Aside that it doesn't matter.
I also feel the choice of the two perks (attunement) are prettymuch irrelevant. You get them, but you don't start them active, and a bit further you'll get 6? It feels to be a bug.
By my experience the build will be a heavy armor wearing, air element, fast weapon user. Start with E+ in Speed, and D in Melee. You can safely neglect Magic and Ranged for the rest of the game (those two provide ranged attack, but you'll only need that in one area, at the start, and will need strong attack against rushing mobs, and the game lacks AoE). Oh, ye, I'll use shields.
Controls:
M is the minimap, left ALT highligts items on the ground. I'm not sure what's the factor for items disappearing, but they occasionaly do.
Attack is rightclick. You can not fix your cursor to the enemy.
To use a container (nags, and whatnot) rightclick on them while they are in your inventory. You can not put a container in another. I find it most effective to leave 6 empty placein my inventory, filling the rest with containers.
Oh, healing items only work from the backpack, NOT from acontainer, so they take 1 place too in the backpack. You only need 1 healing item of the best kind.
The game does not allow ALT+Tab, what is bad news because all the items and perks.
So, let's start the game:
Immediately change to bow, because you won't be able to sleep until you leave the Monastery. Also put the healing item to a comfortable hotkey: pick it up with a click, then release the button. Pull theitem to a quick-slot, and click again. If you keep pressing the mouse-button, the item will be dropped on the floor.
Enter, and RUN TO THE UPPER RIGHT CHEST. Pick up the ring, and wear it. Now start shooting the enemy on the screen - he is very slow, so back away as needed.
There's another chest here. and a barrel. Exit, and talk with Valkerin. Ask for Air element (though it barely matters). Wear the focus-weapon you just got. Re-enter, staying in the normal world, go down.
In the circle of the stone of the inner chamber switch to Dream World, and talk with the Overseer. Switch back to normal, go up, switch to Dreamworld, and dispose the two spectre here, then the protection of the chest. Switch to real world, pick up the amulet, go down to the Overseer. The Overseer will give you 5 perks, 4 active slot, and you can fill up your active slots too like you had slept. (Maybe he heals you? I'll tell what to do with your HP in a moment.) Choose Defensive Aura 1 as you still lack any armor, Serendipity to find items (you'll sell everything), Dreamform (because half the monsters are in Dreamworld - double damage -, it is bloody annoying to not be in Dreamworld infinite, and the progress demands it either way, you'll get permanently stuck if you don't get this I think). The 4th slot is your pick.
Now, when you have HP, time to hunt ghosts. There is 1 more where the locked chest was, 1 in the outskirts, and 2 in the inner chambers yousurely noticed, but avoided until now. Defeat them if you can before you leave the area.
Report back to your master, and go to the next area.
Around this time you get a levelup, what is good, will let you
Some note on attunements ("perks"):
- I have no idea what Attunements-points are. They are given by Essences, which you gain by slaying Dreamworld stuff.
- you can only have 1 of Grade X perks, so use the best you have. This also makes you worry less about gold on the Warlord perk-tree (I think. Didn't met with it yet).
- watch out for the requirements when you try to unlock/use perks.
Note on shield/no shield: Shield provide a passive ability while equipped. They also give you 10% bonus exp (by a perk, if you use it). No-skill perks take perk-slots. Go figure.
Note on no armor: ok, you are faster, but I got hit insanely even on Normal. Maybe ranged people might derive to this, but even then light armor sound more useful. Another problem is, Mark II of the skill comes late (in Chapter 4), and Mrk III is even further.
Note on water: itis about stunning and slowing the enemy. Problem is, its strongest perks don't work on everyone.
Note on Fire: this element seems to lack focus. Can boost your criticals, give DoT, and do all kindsof things. Extra: it works especialy bad with Heavy Armor asfire halves, whileHAsimply negates critical hits landing on you.
Note on Earth: it uses poison as DoT, and has the most AoE (though those situations are not many due to the game's nature). I think it can be a very effective ranged build.
Note on Air: as most times like theotherelements does the same, but these type of items come early, andit provides seemingly useful buffs, instead of a flashlight, or altering the frequency of the enemies. Namely it can make you walk faster, and disables traps (beats me what are those, but better not figure it out, eh?).
Note on elements: remember, that once you have the perks you wish for, you can change the elements of weapons, so you still have the full selection of items. As enemies in passed areas do respawn, the minor fee can be payed.
Post edited March 11, 2020 by twillight