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Demigod management and passage

Demigod is a multi -user game, where there is only one hero under the control of each of the participants. The team from three to five players should surpass equal in number in one of the four game modes. In addition to the characters on the symmetrical game field are the citizens of light and darkness, the portals from which the troops of the parties emerge, the flags of control of the territory. It resembles the famous addition to Warcraft 3 – Defense of the Ancient, or simply Dota.

A set of cartographer

With all the similarity of the gameplay, the ideological ancestor and the closest competitor of Demigod still has enough differences. Four game modes, each with its own victory conditions. First, conquest (Conquest) can be called classic for the genre: it is necessary to destroy the enemy citadel. And he is one of the most difficult – it is necessary to get superiority in order to push the defense and break through to the goal. The second is the destruction of fortresses (Fortress) standing on the map in three places. This gaming mode is much more fleeting – getting to the goals is easier, and their health is less. Even if the party is slightly delayed and the parties have time to strengthen, the heroes will also intensify.

In the domination mode, you need to score more points than the enemy. This can be done the only way – the direct control of most flags on the field. Even an advantage into one is enough to go in a gap. The fourth and last gaming mode – the butcher (Slaure), the team will win in it that will quickly commit a given number of killings of enemy heroes.

Add different cards to the above. There are not many of them, but only two features give the game an individuality on them. Firstly, this is the number of passes between the bases. With their large quantities, a decisive role is played by a maneuver, but there are battle fields with only one road – this is a natural massacre for survival. Secondly, the size of the card matters. The more – the higher the value of speed and quick movements. However, there are not many reasons for joy as we would like – all the cards are flat and, except for the buildings necessary for the game, there is nothing else on them. You can't go far on labyrinths.

The conclusion is very simple – when choosing a hero and during his development it is worth focusing on both the game mode and the map. In this case, https://richy-farmer-gb-casino.co.uk/ the team must be balanced – the skew will not lead to anything good. For example, you can dial at least the whole team from the regulations specializing in the murders of the heroes, but even one unclean with the support of their team kills them only due to speed.

From the killer to the general

There are only eight heroes in the game, but they are really unique. You can find common archetypes – a warrior, a magician, a shooter, but the similarity will end. In fact, the options are much more than eight – to learn all the skills in the top ten lines, it will take more than thirty points, but only twenty are allotted for this, by the number of possible levels. This gives two completely different development options, not to mention the mass of intermediate.

One line of skills is not necessarily an improvement in the same skill, although this is found. Often these are related skills – so, Izmail (The Rook) consistently added archers, a tower of light and catapult. The same thing in the citadel – you can consistently attach more and more powerful specimens to the waves of monsters.

The number of skills used in characters is four or six, the rest are passive skills and auras. Surely the question will arise: where did these figures come from? Everything is simple – exactly four cells for skills, but some of the characters can be in two states. For example, torchlorer – in ice and fiery forms. The switching button occupies one of the four buttons, and in each of the modes there are three abilities.

It seems to be correct, the state is required about a second. By the standards of the game, this is not so little, but still the question arises – and why it was impossible to make for these characters two buttons more? Or even fill the cells as they purchase?

Half of the heroes are the so -called killers. They act purely alone, although they will not refuse to support in battle to increase their own efficiency. The second four are generals. In addition to ordinary objects and artifacts, they can acquire idols and cause a retinue. It can be near -fight warriors – minotaurs, siege arrows and healers. Each type of figurines is also different in level, at first you can buy only the second. In addition to the acquired and the same for all retinues, each of the generals can choose the ability to call additional help: directly with a spell or the appeal of the fallen soldiers to their side.

All heroes can be divided by one more principle – into the dark and bright sides. Both groups fell by a couple of generals and killers. But this meaning is only in a special network mode "Pantheon". In other battles for light and darkness, any sets can fight

The financial issue

Without money in the world of demigods nowhere. Gold flows in a thin stream in the wallets of the heroes from their citadel and from controlled mines, but the largest amounts are accrued for killing heroes. Most of all, he receives a final blow, but the rest of the reprisal participants will not remain unpunished – each of them will receive half of the amount. And it doesn't matter if the hero himself beat or his assistants did it.

You can spend gold on your hero – acquire armor and artifacts. In total, you can wear five things with a passive action and three or four-with active. One of the places used can be occupied by the subject acquired at the beginning of the party for fame earned in previous fights or selected among previously purchased. It is no longer possible to change it. It doesn't matter what to put in cells – even if all five things will be helmets. The type of object here speaks more about the action on the character. Armor enlarges health and armor, gloves – speed and power of attack, boots – the speed of the hero, and the mentioned helmets – the supply of magical energy. Unless the key fobs are very different, and most of them allows you to use additional skills.

Composite artifacts, as in Dota, no. On the one hand, this is a drawback, but on the other, due to this, the threshold of entering the game is noticeably lower. Everything is in the palm of your hand, but it is still desirable to remember what the effect gives and how much it costs not to waste time on useless travel to the store.

There is a second way to spend money – improving your team citadel. This is also a kind of strategy. You can only improve protection: add "health" to towers and restore it. Or add damage to defensive structures – build fortresses, equip them with ballists, and the citadel itself – with overturning. The attack is also not forbidden to go – each of the improvements in the line adds more and more monsters to the attacking waves. You can also look into the future, no one forbids to increase constant income if possible. Total lines of improvements eight. There is only one restriction here – the level of the fortress is also growing, and at the beginning of the batch you can’t jump above the head, only three line of improvements begin from the first level.

The battlefield is controlled using flags. The benefits of them are tangible than it seems, because this is not only a designation of the territory as its own … Each of them itself gives some plus-interest on experience, accelerating the reloading of skills, the power of reinforcements … But some subordinate the adjacent buildings-mines, shops Artifacts and portals of monster calling.

Although the game is in the team, everyone is still for himself. The only measure of the quality of the game is achievements. In addition to victory, they are awarded for more murders and fewer deaths, for the capture of flags and the destruction of monsters and much more. That is, in each of the actions the leader is determined, if there were two or more, they all get the title and a full -fledged reward. And it may turn out that the fifth wheel in the winner’s cart will receive less than a good player of the losing team. Great solution for a network game with random associates!

Not the same person to the user

Demigod is not at all friendly to the player. Everything has to be studied independently and already in the process of battle. The whole single game comes down to participation in battles with computer opponents with personally specified conditions and in a tournament of eight rounds, where only the initial choice of class depends on the player. There is no training – immediately into battle, and there already study what you have chosen. The maximum that can be recognized before the battle is a brief description of the strengths and weaknesses of the hero.

There is no campaign either. They even promise her-someday in the foreseeable future. But we are evaluating the game now, and to write down something hypothetical, even with new heroes, we simply cannot. History of the world? The war of the demigods for a place on the throne of the Divine Hierarchy is simply implied. Only the characters' stories are well worked out.

Not without problems with the interface, which is quite strange in the light of cooperation Gas Powered Games and Stardock Entertainment. One of the disadvantages is the non-interactiveness of the mini-card in the game; Its active use would make life easier for players. The second is much more serious-any fight even at the beginning of the game turns into a pile-mala with a fireworks of special effects. It is possible to identify small opponents at this moment only by indirect signs. Heroes help out the backlight of the contours, everything else is a large spot. It is always visible perhaps Ishmael, and then thanks to its size.

It's nice that the domestic publication contains two languages ​​- Russian and English. The transformation of the hero named The Rook to Izmail at least somehow you can understand. Fortress, albeit walking? Fortress. So it will be Izmail. But how could Torch Bearer transform it to Fuji, if this is a hero in a clearly Scandinavian helmet? Parts for humor? Shovel in every box? Oh yes, ice and flame. Thank you for at least not so much mocking the rest ..

• • •

Two games, Demigod and Dota, involuntarily have to compare, they are too similar. And the first, perhaps, loses. There are few new ideas, basically there is a rethinking of the already invented. The latter does not mean that you should not look at the game – but this is the same gameplay, although under a slightly different sauce. We will, however, make a small discount that Demigod is currently a week without a year, and modifications for Warcraft III for more than one year. Because the order is still. Small advance.

Verdict:

We expected a lot from the game, but got less than we would like. It is not bad in itself, but to fight on a strange field against the competitor -injected, the lesson is not the easiest. But to look at Demigod is still worth it – one game is not obliged to supplant another, they can actively coexist nearby.

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Killers

Hembogs of this type – loners. They do not require special support from the team, but they can give little to the allies around them. However, on their side, another advantage is a greater, in comparison with generals, damage.

Izmail

Forever imprisoned in the fortress, the spirit of man inspires awe of his appearance. He is not great, he is simply huge – rises above the battlefield. The speed of walking fortress is small, and therefore during your walks you need to remember that the size does not mean a huge reserve of armor and health. Ishmael at first is no stronger than others. But his weapon, without a doubt, is the most deadly in close combat – every blow of a huge hammer sends to the world of another crowd of monsters, although a slow, like the hero himself. Active skills are completely different – throw the cobblestone and stun the enemy, to heat everyone around with their knuckles or put a small tower in addition to their. The last skill helps to break the enemy defense – the hero pumps out life from the towers and citizens.

It is difficult to call the passive skills of Ishmael with such – it is simply not required to activate them manually. But in fact, the towers of archers and light and a trembling on their heads, growing on the shoulders, bring down the deadly rain on the surrounding enemies even without much the participation of the character himself.

Since Ishmael has to act in a crowd of enemies, the main artifacts for him are to increase the armor and regenerate health. Secondary – for the speed of attack and damage. The advantages for magical energy are also useful, so it will be possible to use deadly skills more often.

Regulus (regulus)

Angel with trimmed wings – a real partisans and a thunderstorm of all the demigods of the enemy. He himself is thin and clicks, but he does not need to get involved in the near battle – standing on the back line under the cover of his stronger comrades, he will shoot enemies. With the development of the hero, his crossbow begins to beat further and apply more and more damage, especially with a special attack. The state of angelic rage, although it eats manu in huge quantities, increases damage to very terrible values. At the end of the line, he will begin to damage.

There are enough opportunities for control – a mark of betrayal on an enemy hero is able to disable an inattentive player. But attentive – force not to use skills for some time. Mines – a little from another opera, but also relate to control. One disable a wave of monsters, and several abandoned under the flag will make almost any hero retreat. Especially if you add from the crossbow.

The main thing for regulus is the speed and restoration of magical energy. Especially when it comes to angelic rage. Artifacts for damage are less necessary to a lesser extent.

Fuji Bearer

A spontaneous magician very typical for fantasy-worlds. Elements two – fire and ice. There will have to switch between them – in each state, three skills are available. Ice applies less damage, but allows you to control the field. Slue down for a few seconds – please slow down – there is another spell. The third is not the most difficult in damage, but in terms of quality one of the best. Interrupts activated skills, blocks the use of the rest, and in addition is also applied to the effects of the previous two, adding damage. Fiery hypostasis does not differ in the refinement – the fire around the hero in two versions. Both are able to destroy the whole little things of the enemy monster at a time. And there is still a fire ball.

In addition to a large number of active skills, Fujii has two spontaneous auras. Fiery increases the speed and speed of the allied attacks around. Ice acts almost the opposite – reduces the same characteristics in enemy troops. With one reservation – it does not work on burning opponents. The skill of fire and ice, requiring the development of two lines of different elements, is more than arguing – is it worth spending five skills of three hundreds of additional damage?

For all the apparent simplicity, Fujiamo is not able to call the game easy. It is very fragile, but for the use of the most powerful skills you have to be on the forefront.

Of the artifacts, the hero will first need those that for the restoration of mana. Perhaps you should not ignore even one -time bubbles. And don't forget about the armor.

Unclean beast (Unclean Beast)

Very fast by game standards creature and very dangerous in close combat. He can catch up with almost any hero, whether it is a leisurely Ishmael or quick regulu. It is not necessary to beat further – just be near and poison the enemy. Not only heroes, but also small monsters are afraid of the unclean mucus – they die, although they are quickly, but painful. A poisoned spit is suitable against personalized enemies – it will already be problematic to run away, you can only recover, especially if a little more life is stolen.

Passive skills are also good. An increase in the speed of movement and attack will make the hero even more deadly and inaccessible to enemies, and at the end of the line there is also protection. The slowdown of the enemies on which the blow came is also useful. But here you can already choose-either this, or the previous one, the effect, by and large, is one. The latter is a plague that blocks the restoration of the health of most heroes, even with initial artifacts.

The main acquisitions for unclean are artifacts for health restoration. Mucus is a spell with a wonderful effect, but the character himself also loses health from its use. Then everything else is going on; It can be both armor and mana, and an increase in the speed of movement and attack.

Generals

For generals, walking alone is not the best game option. Therefore, the first acquisition should be idols. You can’t buy everyone at once, because it is worth first to take the monks and gradually improve them to bishops. And buy other artifacts in the intervals.

Intercessor (oak)

In theory, this is a real tank, but in the case it takes only the second place in quality. Rather, this is a strong support fighter located on the front edge. To deal with enemies, he does not have so many abilities – perhaps only Epitimia, but it beats weakly and serves more to accelerate allies and slow down enemies. Therefore, the right ax and the shield should not be discounted. The mass attack is also one – a surge of faith. And also half support – relatively slight damage to enemies is accompanied by an increase in the speeds and attacks of all the surrounding allies.

Shield – short -term absolute protection of the goal from enemy attacks. Very useful, but when playing a well -coordinated team with voice connection. Without it, it is extremely difficult to monitor the health of the Sopartians, the interface does not have this, and therefore invulnerability is superimposed only on itself. And with the help of the last active ability, the intercessor can raise the dead, turning them into allied spirits and increasing their own army.

The defender can strengthen himself with the help of the strength of spirits, however, here at the expense of allies – each controlled spirit adds health and damage. But perhaps the most valuable passive skill is divine justice. Each death of the enemy at the hand of the hero gives all the surrounding allies the percentage of maximum health and magical energy. Only the last line raises questions – it gives advantages after the death of the character, allowing you to live a little more. But maybe it's better not to die just?

If development goes into divine justice, then artifacts must increase the character’s speed and its attack parameters. And then the turn of the armor will come. If a different path is chosen, then it is worth starting from the armor. The defender is perhaps the only character who does not experience big problems with magical energy.

Queen of Ternon (Queen of Thorns)

A magician specializing in the call of assistants, the destruction of enemy fortifications and mass damage. Two states are open and closed, and therefore the queen has six skills. In the open, she causes spikes from the ground around her and hits nearby enemies, or sends a wave from them to the target. In both cases, just direct damage is caused. The third spell from this group is the destruction of buildings. Two or three venues from a safe distance-and the defense crumbles into dust.

In a closed state of the spell is a little more interesting. This is a challenge of wanderers, mandatory for use,-a small army creates some kind of cover. The second depends on the first – any of the assistants can be sent on humus, restoring their health and simultaneously dotting the battlefield with deadly spikes. This is also a good way of self -medication. The final spell is a blackberry shield that absorbs all the damage for some time. Can be superimposed both on himself and allies, but the problems are the same as the similar skill of the defender.

A few passive skills are aimed at increasing the wanderers (compost) and their damage (retinue). Interestingly, the latter with the maximum of development also brings extra money. The skill of the goddess Teplia is a mansion; For its acquisition, you need to raise the spikes from the ground and the blackberry shield to the maximum. Then both will receive the features of the second skill – the shield will begin to return part of the damage, and the spikes – close allied troops.

This is not the most difficult class, but in most cases it requires support. And paired with someone else, especially with a seventh or defender, they can make an excellent team to destroy defense. Of the artifacts, it is worth selecting for the accumulation of mana and her reserve – after all, the queen of the thorns beats due to skills, and it is also treated. Then the turn is for armor and everyone else that is needed to survive on the battlefield.

Sedna (Sedna)

A woman on a huge white tiger is the only healer on the battlefield. In practice, it easily takes first place among tanks in the game. Not immediately, of course, after the development of abilities for regeneration. Actually the healing spell is one, the rest all have a completely different character and the sphere of application. Yeti call is the creation of your retinue from monsters, in addition to idols. With the help of the Sedna and its tiger, they jump through the crowd of monsters, causing damage to everyone along the way. But one of the most valuable spells in the game is silence. The imposed on time, it can interrupt the activation of the skill of the enemy, and block all the rest. This simply does not allow to get away from the line of fire.

Passive skills are oriented towards treatment much more active. One of the main ones is the attending wind. Everyone in the district receives a serious increase in restoration of health, and at the last level, enemy doctors-monsters are also forbidden to use the attending spells. Inner grace increases the speed of the heroine and gives a very good increase in health per second – this is why the best tank comes out of Sedna. The last of the skills of this group is also useful to the team – everyone around receives acceleration of reloading skills, and the characters of the character – an increase in health.

The selection of artifacts depends on the initial development. If you do not plan to actively use magic from the very beginning, it is worth choosing armor. Otherwise, look at the helmets.

Lord Erebus (Lord Erebus)

The highest vampire on the battlefield is not the most pleasant enemy. In our opinion, this is one of the most interesting heroes and one of the most difficult. He can move away from attacks, literally dissolving in the air.

The first skill is very simple – a bite: the victim loses life, and the vampire restores. He is not particularly interesting, except for finishing. Here fog is a really strong thing. Being in a very blurry form, the invulnerable scarlet gentleman draws life from all the enemies around, but mana is spent. At first, you don’t really go for a lot – the score goes for seconds. But with a good set of artifacts for its restoration, you can be in the fog for an infinitely long time. There will be one problem left – the impossibility of moving and using other skills.

The hypnotic gaze of vampires is also a well -known thing. So the scarlet gentleman has mass charm – he paralyzes opponents. The demigods get less, but they interrupt all the activated skills. The last skill is the contacting of bats to exit the battle.

Two of passive skills are needed to create a retinue. One, a shabash, allows you to control the night tramps raised from corpses. The second, improved aura of circulation, enhances their. And in the end they converge in one more skill, the army of darkness, which gives the ability to drink the blood of enemies. With the help of poisoned blood, the scarlet gentleman is simply treated, but at the end of the ruler he also grants the aura of bloodsupers to the surrounding allies.

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