Indie Map Review

January 14, 2012

The Kingdom of Kaliron: The Eastern Region by Crimson Creations

Filed under: Uncategorized — T.B. Louis @ 12:00 am

The Kingdom of Kaliron: The Eastern Region by Crimson Creations is an ORPG (online role playing game). It was released to B.net in 12/13/10, and the version I am playing is 3.0.4. You may find its community here, and you can download it here. The author suggests players of 3 to 7 for each game. Map features include: load/save capabilities, custom hero stats, 12 playable heroes, enhanced “threat system,” “equipment system,” talent tree system, enhanced mob ability system, and scripted boss battles.

I begin my journey with an introduction to the world. The first thing my camera sees once the game completely loads is a very elegant map, displaying all the regions and their names. Vormur, the land furthest northwest is surrounded by blue water and is a green, forested region with a visible city to the northwestern side of the woods. Beside it is Tol’ Calm, a small region that is connected to Vormur by a bridge. Tol’ Calm is particularly greener with bushy vegetation (not so much visible trees). South of Tol’ Calm is Grom Desert, which is just as described. There are cliffs and hills, but most of it seems rather barren grass lands. To the west of Grom Desert is Grom ‘Gol, which seems to be inhabited desert. South of that is Ancient Ruins. If you go east from there, you will find what seems to be an oasis, and south of that seems to be a brownish structure. From my first impression, it’s a pass into the land of Lugard. But it also seems like you could enter this region through Tol’ Calm. Lugard is farmland with a rustic town near the river splitting the west half of “the eastern region” from the east half. Lugard is a peninsula. Southeast of Lugard is Nebu Harbor, a harbor nonetheless. Then directly north of that is the island of Neburean Mountains, which looks like swamp lands.

I am given the option to choose my mode: normal, legendary, and heartcore. Each level is progressing in difficulty, but with each level of difficulty, more exp, gold, and rare items will be rewarded. For my initiation, I’ll play on normal.

Once choosing my difficulty, I may choose one hero from the eleven. Here is how they appear: Hydromancer, Phantom Stalker, Chaotic Knight, Shadowblade, Ranger, Barbarian, Paladin, Druid, Arcanist, Warrior, Cleric, and Pyromancer. But before I go into detail about these heroes, I’ll have to describe the unique stat system, which will be at the end of the review.

The Kingdom of Kaliron functions like a number game, mostly.  The plot is lineal, and  each character can be totally unique from the others in stats and equipment.  If you find yourself going deep into game theory for Dungeon and Dragons or dwelling on Kurt Godel‘s proof, you can find yourself enjoying this online role playing game because the real joy is in the numbers, which I actually enjoyed writing about.  But for those who do not, fear not!  There is still a lot to take in.

I begin my journey with Lorn the Phantom Stalker.  She studied the art in cunning, which is actually a big turn off to me.  Though I suppose there’s technically an art to being cunning, but how does one study it?  I thought there could be a little more back-story to that.  And this is where we see signs of a lineal, generic story line, which is the weakest point in this game.  But to forget the simplicity of the plot, we just need to listen to the swamp sounds of the ambiance, hear the nostalgic Warcraft III theme play, and experience a game that keeps true to the aesthetics of the Warcraft series with the ethos of Dungeon and Dragons.

By clicking an actions tab, located where my hero’s spell box should be, I can select a spell in my inventory to talk to NPCs.  This is the primary function to interact with NPCs, and it’ll be used often.  There’s even a “Game Masta” in the beginning that will give you a list of options.  Beyond him, I walk past a garrison and into a town (later to revealed to me as Tol’Calm) where a footman with an exclamation point on his head is.  Using my “Talk” spell, I begin the dialogue.

The story begins with Lorn, my hero, being inducted into the “people’s militia.”  Obviously, I will have to protect the town of Tol’Calm and go on some missions for the good of the people who live there.  Once I’ve read the dialogue, I can select two options in my inventory: either I inquire about the orders or cancel.  I inquire, and the footman then sends me to my first errand.  I need to talk to the Elder.  Once traveling to him, which isn’t a long walk, I earn experience points, and I’m already half way to level two!

The Elder is retiring from his adventures.  He needs someone to help fight against the Gnolls.  Your first mission is to go to a Portal Master in Tol’Calm (the town I’m in) to talk about how to link the portal in Tol’Calm to the Vormur temple.  This quest must be completed before going to any other regions of the world, which restricts you to only that region until you progress in the main quest line.

However, after collecting all the quests and talking to countless villagers about the dangers of the forest in Tol’Calm, I headed into the Vormur Forest to progress in the game and see rest of the map.  The screen’s saturation damped as I entered the woods, and a purple mist appeared.  My character stood at the end of the bridge peering into the wildness alone.  A party of gnolls marched by.  Here, I battled, returned back to Tol’Calm to heal, went back outside, and repeat.

For those who wish to play this game, note that this game is meant for a party of at least three people.  The game play otherwise is slow.  Mobs travel in a party of three, and defeating three of them takes 2/3 of your hit points.  Grinding is slow and daunting, and the spells are not rewarding unless you’re with a group of people.

Into the wildness I went, and it was as lineal as I would’ve expected.  The path allowed very little room to stray; however, the forest was expansive enough to feel like one.  The dangers of being surrounded by gnolls were real.  Several times I’ve died while grinding, and as frustrating as it was, I thought it was a nice touch and made the game more exciting.  After what seemed like endless grinding and getting lost, I found the gate to Vormur Temple, I opened it and the lightening changed: I was in a bright room with scattered vegetation and dramatic Ironforge music playing, nice effect.

While exploring, I decided to talk to the guards to find a particular guard for a sub-quest I received in town.  The dialogue from the villagers of Tol’Calm weren’t as morose as the Temple guards.  This a more dramatic region of the map, a nice refresh from the Tol’Calm guards melodramatic babble about how the gnolls were just outside the walls, about to kill everyone inside the Tol’Calm when it was obvious that there was no immediate danger.  I guess the long and frustrating combat in the woods changed my attitude about gnolls.

As I reached the Tol’Calm caves, I realized something.  This is the same concept as before: the monster spawn in random places and fight me.  The difference this time was that every mob shot out poison, and I died ten times faster.  What’s worse is that the Broodmother died, and the quest didn’t complete.  Whatever the reason, I think my version has a few glitches, and after checking the very active community, I found out that glitches in the map aren’t rare.

There are many benefits here.  This game is an excellent game to play with friends as a lineal online role playing game.  It can be beaten in just a few sittings without any endgame gimmicks.  It has an advanced armor inventory that you can go into as a separate menu, making armor easy to equip and remove.

The “hero stats,” which in actually are the affecting stats, are the stats located near the portrait of your avatar (or playable character). You have the basics: Health, Mana, Damage, Armor, “Power” (or Strength), Agility, and “Energy” (or Intellect). These last three (Power, Agility, and Energy) influence Damage, Armor, Health, and Mana. But when a hero levels up, he/she is given “sub-stat” increases. These stats are Strength, Constitution (or Will), Endurance, Dexterity, Reflexes, Intelligence, Wisdom, and Spirit. These eight unique stats increases your “hero stats,” which then affect your Damage, Armor, Health, and Mana. So as you level up, your “sub-stats” are directly increased by a certain amount, and as a result, your “hero stats” increase as well (note: your hero stats also increase little by little, doing some long statistical work, you can figure it all out yourself). Along with the default increase, you are given “sub-stat points,” which you may use to increase certain “sub-stats.” But what affects how your “hero stats” affect your Damage, Armor, Health, and Mana is your Dependence. Dependence has three variables: Power, Agility, or Energy. For example, a hero with an Energy Dependence will be granted three additional Health Points for every Power Point they have. Therefore if a hero with an Energy Dependence increases their Constitution by 7, they will receive an additional 24 Health Points since Constitution raises Health Points by 3 for each and raises Power by 0.15 causing an one point increase in Power and a 24 increase in Health. Below is a chart of the “sub-stats.”

Sub-Stats:
Strength:
  • Increases Power by 0.15
  • Increases Attack Power by 0.775 (0.5)

Constitution:

  • Increases Power by 0.15
  • Increases Health by 3

Endurance:

  • Increases Power by 0.15
  • Increases Armor by 0.35
  • Increases Block Chance by 0.08

Dexterity:

  • Increases Agility by 0.15
  • Increases Attack Power by 0.75 (0.5)

Reflexes:

  • Increases Agility by 0.33
  • Increases Attack Critical Power by 0.2
  • Increases Dodge Chance by 0.1

Intelligence:

  • Increases Energy by 0.05
  • Increases Attack Critical Chance by 0.09
  • Increases Spell Critical Chance by 0.09
  • Increases Attack Critical Power by 0.33
  • Increases Spell Critical Power by 0.33
Wisdom:
  • Increases Energy by 0.15
  • Increases Spell Power by 0.75
Spirit:
  • Increases Power by 0.2, Agility by 0.2, and Energy by 0.2
  • Increases Hit Point Regeneration Rate by 0.015
  • Increases Mana per Second by 0.005
  • Increases Mana by 1
Below is a list of Dependences and their influences on the player’s primary stats.  The default sub-stats will always look like this.
Power:
  • Each point increases Health by 3
  • Each point increases Health Regeneration by 0.02
  • Each point increases Attack Power by 0.8 (0.4)
  • Each point increases block by 0.02
Agility:
  • Increases armor by 0.22
  • Each point increases Attack Power by 0.6 (0.35)
  • Increases Attack Critical Chance by 0.022
  • Increases Dodge Chance by 0.015
  • Each point increases attack speed by 1%
Energy:
  • Each point increases Mana by 1
  • Each point increases Spell Power by 0.4
  • Increases Spell Critical Chance by 0.045
Each Dependence influences the hero’s primary stat.  So if a hero Depends on Power, his/her primary stat, which is Power, will be influenced.  This list below shows each Dependence and its influence on the primary stat.
Power:
  • Each point increases damage by 1
  • Each point increases Health by 3
  • Each point increases Health Regeneration by 0.02
  • Each point increases Attack Power by 0.8 (0.4)
  • Each point increases block by 0.02
Agility:
  • Each point increases damage by 1
  • Increases armor by 0.22
  • Each point increases Attack Power by 0.6 (0.35)
  • Increases Attack Critical Chance by 0.022
  • Increases Dodge Chance by 0.015
  • Each point increases attack speed by 1%
Energy:
  • Each Point increases damage by 1
  • Each point increases Mana by 1
  • Each point increases Spell Power by 0.4
  • Increases Spell Critical Chance by 0.045
Now for the heroes.
 
Hydromancer: A hero that studied that magical hydro arts
Health: 211 / 211
Mana: 111 / 111
Damage: 11 – 14
Armor: 2
Power: 4
Agility: 6
Energy: 3
Dependence: Agility
Strength: 2
Constitution: 8
Endurance: 1
Dexterity: 8
Reflexes: 4
Intelligence: 3
Wisdom: 6
Spirit: 3
Extra Hero Stats: 0
 
Spell list: (Effects dependent on Energy)
-Watery Grave: Single target damage over time and debuffs
-Ice Lance: Single target damage
-Ice Nova: Single target damage with some area damage
-Purify: Frontal Conal damage and heals allies
-Ice Barrier: Absorbs all incoming damage
Tsunami: Area effect damage over time
 
Difficulty: Medium
 
Phantom Stalker: A hero that studied the art of cunning.
Health: 217/217
Mana: 108 / 108
Damage: 11 – 14
Armor: 3
Power: 5
Agility: 7
Energy: 1
Dependence: Agility
Strength: 2
Constitution: 9
Endurance: 1
Dexterity: 8
Reflexes: 9
Intelligence: 3
Wisdom: 1
Spirit: 2
Extra Hero Stats: 0
Spell list: (Effects dependent on Agility and Power)
-Gash: Direct strike to the target and can bleed
-Puncture: Direct crippling strike to the target
-Shuriken: Ranged attack to the target
-Remorseless Strike: A strike that has bonus effects based on enemy debuffs
-Hail of Blade: Area effect attack
-Bladefury: Increases attack speed and can cleave
 
Difficulty: Easy
 
Chaotic Knight: A hero that studied the magical dark arts and combat.
Health: 220/220
Mana: 111/111
Damage: 9-12
Armor: 6 +2
Power: 7
Agility: 1
Energy: 4
Dependence: Power
Strength: 8
Constitution: 8
Endurance: 8
Dexterity: 1
Reflexes: 1
Intelligence: 2
Wisdom: 5
Spirit: 2
Extra Hero Stats: 0
Spells: (Effects dependent on Energy and Power)
-Armor Break: Reduces the enemy’s armor
-Mindblade: Single target damage
-Hasten: Increases the quickness of the target
-Clense: Heals the target and deals AE damage
-Curse of the Choatic: Causes enemy damage to be returned
-Chaotic Grasp: Pulls and taunts a unit to attack the Chaotic Knight
 
Difficulty: Medium
 
Shadowblade: A hero that studied the magical dark arts.
Health: 211 / 211
Mana: 111 / 111
Damage: 11 – 14
Armor: 2
Power: 4
Agility: 6
Energy: 3
Dependence: Agility
Strength: 2
Constitution: 8
Endurance: 1
Dexterity: 8
Reflexes: 4
Intelligence: 3
Wisdom: 6
Spirit: 3
Extra Hero Stats: 0
Spells: (Effects dependent on Agility and Energy)
– Dark Blast: A single target spell that deals magical damage
– Soul Drain: Damage and healing over time
– Shadow Blind: Drains an enemy’s power and merges it with his own
– Shadow Form: Transforms into a Demon bonus to Attack and Spell Power.
– Unholy Embrace: Multi-target attack
– Time Strike: Multi-target attack
 
Difficulty: Medium
 
Ranger: A hero that studied the ranging arts.
Health: 211/211
Mana: 108/108
Damage: 10-13
Armor: 3
Power: 4
Agility: 8
Energy: 1
Dependence: Agility
Strength: 2
Constitution: 8
Endurance: 1
Dexterity: 10
Reflexes: 8
Intelligence: 3
Wisdom: 1
Spirit: 2
Extra Hero Stats: 0
Spells: (Effects dependent on Agility)
-Explosive Arrows: Single target damage
-Multishot: Attacks multiple targets
-Trap: Summons a trap that has 4 special abilities
-Frost Arrow: Single target damage with a slow
-Lightning Reflexes: Self attack and movement speed buff
-Hail of Arrows: Rains arrows down upon the enemies
Difficulty: Easy
 
Barbarian: A hero that studied the combative arts.
Health: 223/223
Mana: 109/109
Damage: 9-12
Armor: 2
Power: 7
Agility: 5
Energy: 1
Dependence: Power
Strength: 11
Constitution: 9
Endurance: 2
Dexterity: 1
Reflexes: 7
Intelligence: 1
Wisdom: 1
Spirit: 3
Extra Hero Stats: 0
Spells: (Effects dependent on Power)
-Cleave: Attacks multiple targets
-Deep Slice: Single target damage
-Warcry: Party damage buff
-Berserker’s Rage: Self damage buff
-Battle Lust: Party buff that heals damage
-Bladestorm: Attacks multiple targets
 
Difficulty: Easy
 
Paladin: A hero that studied the holy and the divine
Health: 223 / 223
Mana: 119 / 119
Damage: 14 – 17
Armor: 2
Power: 6
Agility: 3
Energy: 6
Dependence: Power
Strength: 2
Constitution: 10
Endurance: 1
Dexterity: 1
Reflexes: 1
Intelligence: 3
Wisdom: 9
Spirit: 8
Extra Hero Stats: 0
Spells: (Effects dependent on Energy)
– Mark of Replenishment: Single target damage and can restore health.
– Mark of Sanctuary: Reduces damage and can restore health
– Holy Light: Heals friendly units
– Divine Wrath: Single target damage
– Light Infusion: Reduces damage taken and empowers Holy Light.
– Divine Light: Creates a pillar of light that heals allies over time
 
Difficulty: Medium
 
Arcanist: A hero that studied the magical arcane arts.
Health: 205/205
Mana: 119/119
Damage: 9-12
Armor: 1
Power: 4
Agility: 2
Energy: 7
Dependence: Energy
Strength: 1
Constitution: 6
Endurance: 1
Dexterity: 1
Reflexes: 1
Intelligence: 8
Wisdom: 10
Spirit: 7
Extra Hero Stats: 0
Spells: (Effects dependent on Energy)
-Arcanic Explosion: Area effect magic damage
-Arcanic Missile: Single target magic damage
-Drain Spirit: Single target magic damage
-Arcanic Blast: Single target magic damage
-Arcanic Disruption: Area effect magic damage
-Unstable Power: Increases all magic damage
 
Difficulty: Medium
 
Warrior: A hero that studied the defensive arts
Health: 229 / 229
Mana: 108 / 108
Damage: 11 – 14
Armor: 2 +3
Power: 9
Agility: 3
Energy: 1
Dependence: Power
Strength: 1o
Constitution: 9
Endurance: 9
Dexterity: 1
Reflexes: 2
Intelligence: 1
Wisdom: 1
Spirit: 2
Extra Hero Stats: 0
Spells: (Effects dependent on Power)
-Defensive Stance: Increases armor and blocking
-Intimidating Shout: Reduces an enemy’s ability to attack
-Shield Slam: Single target physical damage
-Whirlslash: Area effect physical damage
-Battle Orders: Increases max hit points
-Counter Attack: Defensive ability that returns an attack when struck
 
Difficulty: Easy
 
Cleric: A hero that studied the healing and protective arts.
Health: 211/211
Mana: 122/122
Damage: 9-12
Armor: 2
Power: 5
Agility: 3
Energy: 7
Dependence: Energy
Strength: 1
Constitution: 7
Endurance: 1
Dexterity: 1
Reflexes: 1
Intelligence: 3
Wisdom: 11
Spirit: 10
Extra Hero Stats: 0
Spells: (Effects dependent on Energy)
-Flash of Light: Heals friendly units, damages enemy units
-Holy Fire: Heals friendly units, damages enemy units
-Inner Power: A buff that increases damage and armor
-Divine Protection: A buff that reduces the damage taken
-Heavenly Rain: Heals surrounding allied units over time
-Guardian Angel: Does area holy damage to all enemy units
 
Difficulty: Medium
 
Pyromance: A hero that studied the magical fire arts.
Health: 193/193
Mana: 123/123
Damage: 10-13
Armor: 2
Power: 4
Agility: 3
Energy: 8
Dependence: Energy
Strength: 1
Constitution: 2
Endurance: 1
Dexterity: 1
Reflexes: 1
Intelligence: 8
Wisdom: 11
Spirit: 10
Extra Hero Stats: 0
Spells: (Effects dependent on Energy)
-Ignition: Single target damage
-Dragon’s Breath: Area damage in a cone, units burn over time
-Fireball: Single target damage and short stun
-Burning Soul: A buff that increases damage and regeneration rates
-Meteor: Does area fire damage and units in crater burn over time
-Fire Form: Increases all fire damage for the duration
 
Difficulty: Hard

January 4, 2012

Indie Map Review Returns!

Filed under: Uncategorized — T.B. Louis @ 12:47 pm

Hey Warcraft Gamers,

After a year in school, I decided that I really enjoy game review, and I’m coming back with a new platform.  Starting this Saturday, I’ll be publishing new reviews, interviews with the map makers themselves, and much more!  On top of that, IMR will be part of the TheHelper community, which is your number one stop for tech support and all of your Warcraft III questions.  Expect a review to be published every Saturday after this Saturday, but catch up with all the latest action over at TheHelper.  You can read more recent reviews by me, join in the discussions, and browse hundreds of projects.

Next Saturday, there will be more information on where to find these reviews and a new IMR review.  Expect more, soon.

Keep on mappin’, Wc3 fans.

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