Tainted Grail: The Fall of Avalon

Tainted Grail: The Fall of Avalon

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Loot? Difficulty?
I saw in a review that this game has truly unique loot, is this true? I have not played a game with a truly unique random loot table except Asheron's Call and it was a huge aspect to that game that happens to be my favorite of all time.

How is the difficulty with combat? I love to game but I am very bad at it so the easier the better.

I am having a blast in AC Valhalla right now but eyeing this game closely.
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What is an 'truly unique, random?, loot table'?
The unique loot isn't from random drops. It's from quest rewards or hand placed in the world (e.g. a corpse with a sword physically sticking out of it). Some of the artifacts are lying around on tables or around other placeables, so easy to miss, but has unique stats.

In terms of combat, it depends what you are after. Stealth archers and mages are easier than melee parry (which is very generous with the parry window here). Likewise, summons are great at distracting mobs and you can have 3 right from the start (upgraded to 5 with skills, 6+ with equipment). Summons really make it easy mode in terms of both damage and survivability.
I get the sense that important loot is not random but placed by design. Which I actually prefer myself. Some of the loot there are multiple places to get the same item, but some is unique aka not obtainable anywhere else. (and yes the magic items are not just +X Skill, some have game changing mechanics on them like a bow that blinds the target enabling additional auto-crits with the right build)

Combat is fun for me; hard initially but once you start learning mechanics it gets a lot easier while still having some challenging boss fights. It's a "learn by doing" type game where - want to be better at jumping? Jump a lot to level that skill. Same goes for combat stats.
Last edited by Drake Ravenwolf; Jun 2 @ 10:02am
Smartik1 Jun 2 @ 10:03am 
It's also easy to get high mobility for kiting with long distance damage or hit and run with melee. Just by sticking to light armor, you already have 120% mobility and a shrine near the start of the game gives you extra 10%. 130% mobility is quite exploitable in combat. The spammable dodges help a lot too. I'd say the hardest play style is melee against many mobs at once.
Because of you I looked into Asherons Call and now I wonder (again) why WB keeps buying IPs just to kill and bury them forever.
Thanks for the replies!! Sounds like something I will check out. I didn't think a modern game would have random loot tables, sigh, I wish another game would try it.

If you don't know what it is check out info on Asheron's Call it was one of the first true MMOs and IMO the greatest game of all time. I miss games with loot on things you kill that make a difference.
Originally posted by PapaDenke:
Because of you I looked into Asherons Call and now I wonder (again) why WB keeps buying IPs just to kill and bury them forever.
Yeah no kidding! A group of us hardcore Asheron's Call players and one of the original Devs tried to buy the IP but they would not give us the time of day.
Baron01 Jun 2 @ 10:29am 
There is some nice loot in Act 1 and 2 but the game falls off in Act 3. Making things worse is the fact that crafting/blacksmithing falls off even harder than loot. Weapon crafting is completely useless past Act 1 and armor will probably get you into Act 2 but there is not enough craftable gear as you progress to late game. Even pieces that require 75+ levels in blackmithing are not worth crafting. Last but not least, you can not even craft the end game armors at the moment as the enemies do not drop materials needed to make them.
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