![]() This arrangement does allow for some pretty interesting strategy, and you might surprise yourself from time to time at the tactics you cook up while you lay waste to the enemies around you. Trouble is there are limitations on distances between Runes, and crystals can only be mined by one unit type - once your elves set up shop, only elves can draw mana from the crystal. If one were so inclined (and had all of the proper grimoires unlocked), one might lay down Runes from each school at the beginning of the match. Unlike most RTS games, however, GrimGrimoire doesn’t limit you to a single school of magic. The amount of interplay between these schools is plentiful but feels somewhat limited after you’ve become intimate with your grimoires and what they’re capable of - once you get the hang of things and have access to a complete library of spells, there’s typically one strong solution for any given problem. The ghosts and phantoms of that school, on the other hand, are invulnerable to plain physical attacks but devastated by Alchemy’s psychic storms. Demons built from Sorcery runes are powerful and have a good deal of HP, but cover ground slowly and can’t damage spectral units, represented by Necromancy. The balance between these units and the schools they represent is pretty solid, and plays out in a sort of rock-paper-scissors-Spock sort of way. Runes are GrimGrimoire‘s buildings, where you select upgrades, develop units, and control your steady march towards the enemy’s stronghold. Basic units from each school (elves in Glamour, imps in Sorcery, etc) can be assigned to the task of mining crystals that dot the map in a given mission the mana collected from these crystals is your one and only currency, and is brought back to your base: a Rune. Again, similar to any other RTS, GrimGrimoire works by means of a system of resource collection and unit generation. ![]() For each of the four schools of magic there are three grimoires, each containing five spells - these grimoires are unlocked slowly over the course of the campaign to help the player become acclimated to their growing rosters of fiends, sprites, and creatures rather than dump everything upon you all at once. With the stage set, the campaign eases you into battle bit by bit, like a proper RTS ought to, introducing you gradually to the four schools of magic - Glamour, Necromancy, Sorcery, and Alchemy - and their grimoires, by which you’ll gain access to various familiars, upgrades, and so on. Throughout the course of her adventure at the academy, Lillet will relive the five days over and over again, trying to find clues to get a grip on the goings-on behind the scenes and eventually put things right. She survives the night, and as the bells toll the late evening, Lillet finds herself back in her room - it’s the first night of her stay at the academy. ![]() After arriving at the academy and digging into her lessons for five days and nights, Lillet Blan is tossed headlong into a catastrophe of epic proportions: on the fifth night, someone up and releases the Archmage Calvarous, held prisoner long enough to put quite the bunch in his bits, who murders just about everybody in the joint but Lillet. Plus you’ve got your league of wacky and unpredictable professors, ghosts wandering the halls, unlikely friendships struck between students - yeah, this is Harry Potter, but who gives a shit? You can skip through the cutscenes if it rubs you raw, after all. ![]() The game is thick with it - I mean, shit, the headmaster? Bloke what runs the school and took out the archmage years ago to claim the crown of Badassinest Wizard? Goes by Gammel Dore. You’ve probably already read about the myriad parallels drawn between the world and story of GrimGrimoire and that of Harry Potter, and I’ll concede that these comparisons are no mere exaggeration. GrimGrimoire puts you in the boots of one Lillet Blan, a new student at a magic academy for gifted youths - the Silver Star tower, former home of a mighty archmage, repurposed as a school.
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