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Cái game đểu thật, làm Q đến đoạn bí, nó chỉ nc với thằng A mà lại nc thì nó ko chịu, ra là lần trc lỡ đánh nó, phải buff phép mới xong dc cái Q![]()

bấm nút nào để ra nút ẩn nội dung ?![]()
Nếu bow mà có tính năng tự động ngắm bắn như trong gothic 1 thì mình sẽ học vô điều kiện , chứ phải kéo dãn cây cung ra rồi ngắm target thì hơi chán , thà học crossbow cho xong .
lúc change class tử recuit ---> warrior thì đừng có change , chay qua bên habour gặp thằng Mashwech ( mage ) rồi change class thành mage , đồng thời nó cũng dạy seal . Mình chỉ đọc được trên gamespot thôi chứ chưa kiểm chứng .
Học chế tạo seal đến giờ vẫn là 1 ẩn số , tụi nước ngoài nó cũng chưa biết ai dạy seal![]()


Can you handle the combat system?
If there is one good side to all of that late game combat, it’s that the fighting system itself is one of the best I’ve ever played in an RPG.
For those who never played Gothic 3, you should know that the game had an absolutely abysmal combat system. Any enemy, no matter how strong, could be defeated just by smashing the left mouse button. The game was set up so that whoever scored the first hit sent their opponent into a never-ending stun condition known affectionately as “stunlock”, which could be abused to great effect. It made clearing out dozens of high level orcish enemies as easy as killing rats in Everquest and destroyed the delicate balance that the Gothic games had been known for up until that point. Combat was nothing more than an Oblivion inspired button masher that was so unrefined it made Diablo’s system seem as deep as the Marianas Trench.
Thankfully, this has been fixed in Risen.
Risen’s combat is almost like a separate game. While fighting monsters is easily done by button mashing (since they don’t block), humanoid opponents present a whole new level of challenge to the player by incorporating some of the best real time combat A.I. I’ve ever witnessed in a computer game.
Enemies block, dodge, circle strafe, perform special moves and back you into corners as if controlled by a human. The delicate dance of lateral strikes, parrying moves, sword clashes, ripostes and evasive maneuvers brings a degree of strategy to real time RPGs that I never even thought was possible. Though combat has a steep learning curve, it’s slowly taught to you over the course of your weapon training. With each point spent in your chosen weapon discipline, new moves and effects are applied to your combat technique.
As you rise in level you’ll learn how to parry, perform side-swipes, gain the ability to knock an enemy’s weapon back with your own, and even wield two handed weapons with one hand. Human-to-human Combat is a very slow and ponderous thing in Risen, since blocking and waiting for an opening is much more effective than smashing the left mouse button and hoping for a win. Enemies will circle strafe you, split up, wait for counter attacks and exploit your blindside if you aren’t paying attention... which is a refreshing change of pace from the fast-paced and relatively strategy-free combat of recent RPGs such as Fallout 3 and Mass Effect.
Granted, not everyone will enjoy the added complexity of Risen’s combat system. Gamers who won’t dodge and instead choose to turtle beneath their shields will have a hard time coping with the game’s more aggressive enemies. Proper positioning and timing of strikes will win battles, which from what I’ve seen has been a major complaint from posters on the Risen message boards. While the combat is rather tough it rewards thoughtful players that take the time to learn its rhythm and undocumented nuances. With Gothic 3’s stunlock now a thing of the past (you can get stunned, but only if they break through your blocks) battles have become a hybrid of all 3 Gothic titles, resulting in a much more refined system of swordplay that I hope Piranha Bytes doesn’t abandon in any future games.

