The story of Epic Might is set in a distant pre-medieval world where players battle it out all day and night in a melee. Players can venture off into the game as one of the two tribes available in the story; a Narmascians or as a Sheivans. Though you have the choice as a player on which tribe your character will originate from, there really is no distinct difference aside from looks.
Beauty in Simplicity
The game is simple enough for everyone to play. Battles are a simple click and wait, turn based system which you can also use potions and scroll spell to your advantage. You can travel to various locations in the game by unlocking certain towns and paths as you progress through the story. You also have access to a range of equipment to boost your characteristics (these are the stats in game). And if you are a part of an active raiding clan, you’ll have various bonuses and advantages, if your clan wins in the raids that is. Oh! And let us not forget PvP! You get the chance to battle it out at PvP at level 1, though it is highly advised that you don’t do so! For obvious reasons at that.
Too Simple, Too Linear
Though sadly, sometimes it is its simplicity that makes the game too linear and boring. And when I talk about the game being linear and boring, I mean it literally. It’s because of the simplicity of the design of The Epic Might, that at one point in the game, if you aren’t part of any clan that actively partakes in raids (tribe against tribe action), you’ll most likely be found taking quests one after another, wherein these quests requires you travel to different towns and kills monsters for the quests. It becomes boring because at this point you simply repeat this process of quests and kills over and over.
Another annoying fact about it is the constant need to update the game as you level your first character. The updates are small, though if you play in a continuous manner, you’re bound to be downloading the required updates every few short hours. You can’t skip these downloads because it’s the extra content you need to progress through the story. It also unlock the newly available weapons and equipment you can use for your new level and not to mention the addition places you can travel to.
Also, something else about the linearity of the game was in the fight mechanics. It’s too simple. Plain as day simple. You simply click on the sword icons to perform an attack. And if you go idle for some reason, the game forces an attack for you. The game pretty much plays itself if you look at it in this standpoint.
Mechanics! Giving hope!
As far as the game goes, other mechanics aside from the battle system give this game the hope it needs. It’s actually a good game despite being too simple at times. Now bare with me on this as some of the mechanics I am going to enumerate are pretty self explanatory.
Login Reward – Players get a chance at winning different prizes as well as gold and other prizes when they login continuously.
Health – Your health is mainly determined by your character’s level with a base addition of 10. A players health can be increased by equipment, potions and or scrolls. Your health is also your life (obviously). Like all games, if you lose your entire life, you don’t die. Instead you lose some points and money.
Damage – Damage directly affects the damage you can inflict on your opponent from melee attacks. Your damage is mainly derived for your weapon though it can also be increased from other equipment. You can also increase your damage by using scrolls and potions.
Super Hit – these are attacks which deal out damage that is double or even more than double your regular damage. To perform a super hit, one must attack using a specific move set (i.e. High -> Mid) which is generated randomly per character. One does not need to perform the move set in succession to perform a super hit. For example, a super hit move set is High -> Low, if you do High -> Mid -> Low, your low attack would turn into a super hit. Once a move set for your super hit is given, it is permanent and does not change. Also, you can only perform a super hit once per match.
Accuracy – Accuracy is the chance to hit an opponent with a physical attack. The base value is said to be 7 which increases as you level. Your equipment also affects your accuracy and so does scrolls and potions.
Dodge – Dodge or evasion is the chance to evade an attack though it is unclear if you can dodge a super hit. Like most of the elements in the game, you can increase your Dodge as you level and through equipment, potions and scrolls.
Blocking – When a shield is equipped, you can block what appears to be any form of physical attack, though it is unclear if you can block a super hit or attacks from scrolls. Blocking is limited to a number of times (refer to the number at the shield icon, lower left) and it also decreases your damage by half. Also, the probability of blocking an attack is reliant to the defenders block value being higher than the attacks accuracy.
Armor – Armor directly reduces any damage taken from physical hits, scrolls, however do not count as they are a different property, hence, damage taken from scrolls cannot be reduced by armor. Also, each hit received reduces the armor value directly equivalent to the damage received.
Stun – This is the chance to paralyze an opponent for a turn, giving you a free turn in the process. Though, if you or your opponent is stunned already during a match, the chances of stunning or being stunned again is 4 times less that the initial chance. It is still possible to stun a couple of times in a row, if you’re lucky that is. The chance to perform a stun depends on the attackers Stun stats plus a random range number, to be higher than that of the defenders resistance, which is said to be in a random range. An attacker can also stun a blocking defender. Once the defender is stunned, his / her shield is lowered but a block will not be used.
Runes – Runes come in the form of magical tattoos which are applied to specific parts of the body. To get one of these runes, you will need a special scroll which can be obtained from doing quests or defeating hard monsters later on as you progress in the game. There are three types of runes in the game; Small. Large and Brand runes. Runes can be applied on the characters head, Only one rune can be applied to each part of the body and these runes are always active, but who would want to deactivate them in the first place? You can also remove runes but you will need another kind of special scroll for this. Runes add bonuses to the equipped items. The bonus is determined by the rune.
Equipment – You can get equipment by buying it in shops or from quests. Buying equipment requires money you can in game. There are also premium equipment which you can buy using platinum money (money actually bought for the game or received from completing quests). Your equipment can also be destroyed during combat, though fear not as you can repair damaged or destroyed equipment out of combat.
Potions and Scrolls – You can use potions and scrolls to increase your characteristics, health lost health or damage your opponent. You can carry a set amount of potions and scrolls on your belt and using potions or scrolls do not consume an attack turn. Potions heal your character over time and not all at once. So it isn’t ideal to use a potion when your life is low.
Clans and Clan Raids – Clans are made for the intent to fight. A clan can participate in raids, where clans are pitched against other clans. Much like a war system. During a clan fight, the loser gives 1% of their total gold to the victor. Players can also steal other players platinum depending on the amount of platinum the defeated player has, though the chance to steal platinum is random. A minimum of 25 platinum is needed in order to steal 1 platinum. Players can steal up to 6 platinum if their opponent has at least 500 platinum.
During a clan raid, both the attacker and defender can receive help from their clan-mates. Help comes in the form of Assists, which attackers or defenders have a maximum of 2 assists per match. Assists are limited to the players category. The category is defined by the level range, which is 5 (1-5, 6-10, 11-15, etc).
Territories and Totems – Clans can also capture territories which produce rent on a daily basis. Rents are small amount of gold which are divided proportionally to the members of the clan, which is dependent on the level of the members. Owning a territories also has its own perks. These perks come in the for of discounts at shops, more experience from defeating monsters located at the territory and discounts for equipment repairs.
Clans also have clan totems, which are artifacts that give bonuses to clan members characteristics (Damage, Armor, etc). The bonus is proportional to the players rank in the clan which is set by the clan leader. A Clans totem can also be level by using funds from the clan (gold donated by clan members), which in turn increases the bonus given by the totem. The totem bonuses are activated by using funds on a daily basis. The totems bonus remain active so long as there is enough funds to support it. And when the treasury runs dry (empty), the totem stops and the bonus is deactivated but it doesn’t disappear.
GOOD, COULD BE BETTER
Overall, this game seems to be great despite the fact that it can become too linear and too simple at times because of the fight system. Setting that aside,the mechanics of the game, especially the clan, give this game some much needed hope in order to play this game and ignore it’s simplicity. That is, if you ever get past the boring part of the game by questing and progressing and if you are able to join an active clan.