This version of Hellgate London is not JUST missing "frames" - an all in 1 stop for information regarding the content missing from this release that should be there but is not because of bugs!
This item has been added to your Favorites. Created by. VVillows Offline. Languages: English. Guide Index. Transmogrifying Cube. Land of Rest aka The Cow Level. Base Defense. Khargoth Drops. Orpehell Drops. Darkan Drops. Not only do we miss out on a lot of fun endgame Bosses due to bugs I threw this list together to help new players and even people who are confused about what content is actually in this version of Hellgate London - since it can get confusing because there have been a few different versions of this game.
You can obtain the cube from killing Sydonai - the final boss of the London campaign. It functions similarly to the Horadric Cube from Diablo 2 where it is basically used to craft recipes.
Obtained by Placing the [Mysterious Egg] a drop from The Desiccator in Stonehenge into the cube to hatch 1 of the 3 pets randomly. Combining Items: Items of the same quality can be placed into the cube and combined.
After defeating Berial for the first time as part of the Abyss campaign you can only regain access to his boss lair via a repeatable quest that requires you to Craft [Berial's Feather] by placing [Domain's Piece], [Time's Piece], and [Spell's Piece] into the cube.
Because we're unable to re-fight Berial we miss out on the following. Again we're out of luck because the item required to open the "Cow Level" is crafted in the Cube Creats. Bonuses for 2 pieces full set. Stonehenge Bosses do not drop their respective armor or weapons or any armor or weapons! Diablo 2 ate over hours of my life over time, but after less than 40 hours exploring Hell-ravaged London I think I'm done.
Probably the biggest draws for Hellgate and similar games are acquiring "phat loot" and seeing the next cool area. I'll deal with areas later, but let's start with equipment.
Hellgate has a ton of items you can find throughout the game, but after a while it all blurs together. One of the big problems is that there are no equipment sets - you have standard equipment, enhanced equipment, rare equipment, legendary equipment, and at the top you have unique equipment. As was the case in Diablo, unique equipment isn't actually unique - I saw one particular item on three separate occasions; I even had the item sitting in my storage chest when I found another.
You can enhance equipment with various upgrades, which come in two forms: artifacts and attributes. The result is that a lower quality base non-magic item with a lot of upgrade slots can actually end up being far more powerful than a legendary item if the legendary only allows four upgrades and the base item allows seven. The type of artifact upgrades also varies - there are five different classes of artifact - but other than minor differences in name and appearance, the five artifact classes don't seem to really matter.
Base equipment with many artifact slots has another advantage, in that you can add more attributes at Augmentrex stations. However, these are random attributes and the cost is so extreme that this is something you will probably use on rare occasions if at all. Buying items from vendors is something else I didn't do much after the first 30 minutes, as the vendors never seemed to have anything worth purchasing.
The exchange rate for high-end equipment is also terrible, as usual, so after selling a truckload of legendary items you would only be able to afford purchasing a single legendary item back… but the vendors never carried any legendary items in my playing so this is a moot concern. Anyway, money wasn't a major problem for me, and instead of focusing on getting cash I spent most of my time dismantling items in order to upgrade other equipment at the Nanoforges. So let's talk about that.
Everyone remembers that awesome item that you found early in a game of Diablo that you eventually had to get rid of because it was simply no longer as powerful as when you first picked it up - eventually even basic magical equipment in the later stages of the game would surpass the damage inflicted by early unique items.
Hellgate gets around that somewhat by allowing you to upgrade items. There are four different base materials, each of which comes in a standard and a "rare" form, for a total of eight different materials that can be required to upgrade or forge any equipment - more on forging in a moment. Any equipment you find throughout the game can be dismantled into its base materials, and when you have enough of these materials you can then take one of your items to a Nanoforge and upgrade it.
You can only upgrade items to match your character level you'll get a "you need more experience" message otherwise , and while the upgrading won't change any of the other aspects of an item, it does keep your equipment more or less "current" with your character level.
There's a maximum amount you can upgrade any particular item - 10 times? Tinkers are another use for material components. They're like vendors, but instead of selling items for money, they have a randomly selected type of item that they can forge from raw materials. They have rare, legendary, and even unique items on a regular basis, something that the regular merchants lack.
However, they only deal with certain equipment types at a time, so often they aren't offering something you can even use let alone want.
If you specifically want a new helmet, you might have to visit dozens of times before a tinker is offering to forge helmets, and even then they might not offer anything in your "size". Tinkers seem most useful for getting high-end artifacts to upgrade your weapons, since artifacts are class agnostic - if your weapon takes a battery upgrade, you can use any battery of the appropriate level.
All the equipment options all sound good, but in practice it almost seems too much. Artifacts, forges, and upgrades… oh my! At least in my first run through the game in single-player mode, once I found a good weapon or other equipment , I often ended up using the same thing for a long time.
Throughout the game I probably used six weapons for most of my fighting - one machine gun at the start, a grenade launcher, a rocket launcher, two sniper rifles, and one heavy rifle. Of those, the heavy rifle and sniper rifle saw the most action - the heavy for groups of creatures and for blowing up crates and barrels it was really like a rocket launcher that only fired one exploding projectile , and the sniper for picking off creatures from a distance.
A large portion of my time was spent grabbing dropped items from creatures and then quickly scrapping all of them when my inventory was full. The other concern is that there are three different equipment classes, each of which serves two of the six character classes. Some of the enhancements won't even apply to your character since they are for the other class, so for example as a marksman none of the minion enhancements did nothing for me - I never had a single minion throughout the game.
The engineer skills on some equipment I could wear also served no purpose. The result is that roughly two thirds of the items you find are completely unusable. This sort of happened with Diablo as well, but Diablo focused on stat requirements - any character could use any item, provided they had the required stats. You might not be able to use a bow with a warrior character as effectively as an archer can use a bow, but it was at least an option. In single-player Hellgate: London, there is absolutely nothing for you to do other than dismantle or sell equipment that your character can't use.
As a final comment on equipment, I suppose some people will like the process of trying to balance equipment requirements with your stats, but as the game progresses this becomes increasingly difficult. The basic equipment requirements are reasonable, but all of the artifact enhancements that you can apply can begin to push stat requirements to the point where you are not able to use an item.
You can pay to remove all of the artifacts from an item and start over, which you will almost certainly have to do a couple times for each weapon.
The problem here is that artifacts have a set level, so as you upgrade your equipment at the Nanoforge you eventually reach the point where some of the artifacts are too low-level for use. They stay in effect as long as you don't remove the artifacts, but once you do you will need to have new artifacts ready.
The stat requirements matter, because later in the game the monsters seemed to be scaling in difficulty faster than my weapons and equipment, in part because my stats weren't high enough to use all of the best artifact and other items I acquired. Obviously, it wasn't impossible, but some of the battles took quite a bit of time, and things became decidedly less "fun". I felt like I was trying to figure out how to manipulate the system in order to win fights rather than playing a game.
In the final level, I was lucky enough to have three of the boss creatures not come hunt me down when I attacked from range with a sniper rifle; they still required about 50 shots, but at least I didn't keep dying…. I guess things might be different for other character classes, but at least these are my experiences with the marksman class. That's a lot of talk about equipment, but from my perspective the item hunting was a huge part of Hellgate. Without the items, I don't think I could have even finished the game.
It got old, it got repetitious, and yet I still played on thinking maybe the next boss character would give me a cool upgrade. Once every several hours I was proved right. Even as negative as I sound right now, I still started the game as a different class recently to see how things changed - and they did change quite a bit in terms of combat.
It's not great, but there hasn't been a good action-RPG in a while since Titan's Quest and its expansion and it's still sort of fun. The six character classes do play different enough in my limited experience that many people might spend an extra 12 hours with the game just trying them all out.
What Hellgate has then is quantity - equipment, levels, items, classes, etc. The question is whether or not it has enough quality. One of the interesting things about Hellgate - at least from a hardware enthusiast perspective - is how much it stresses the hardware in your system.
I didn't try to benchmark the game on a bunch of different computers at different settings - Anand and Derek have more GPUs and CPUs on hand, so I really couldn't do justice to this area anyway. I simply grabbed my fastest system Core 2 Duo E overclocked to 3. This is, needless to say, a system with plenty of oomph… and yet it struggled with Hellgate at maximum detail settings. The reason for the sluggish performance despite graphics that definitely aren't at the level of, say, Crysis or Bioshock or several other titles seems to be the design approach.
Rendering a game world in 3D in real-time is one thing, especially when you perform a bunch of optimizations in advance so that the system knows it doesn't have to calculate certain things from some areas. Doing all of that with more or less randomly generated content is a lot more complex. It seems likely that Flagship was forced to reduce overall graphics complexity to keep performance manageable. On my test re: "play" system, the game defaulted to maximum "Very High" detail settings on all areas, but that was with a x resolution.
You can see above where I ended up settling. This skill increases the initial defenses of the player while in Tactical Stance, providing extra defense while immobile. Elemental Vision: Requires Overshield level 3. This skill is best used in conjunction with elemental mods applied to the weapon of your choice.
Subsequent upgrades add more strength per shot. This is an active skill and must be slotted in order to be used. Rebounder Rounds: This requires level 3 Concussion Rounds. Raverger Rounds: Has a small chance to both ricochet and rebound, hitting additional targets.
This skill requires Rebounder level 3 and can hit multiple targets whether your miss or not. This skill is an active offensive buff and must be slotted to a quick-key. Elemental Beacon: Requires Beacon level 3, and adds both elemental defense and offense attributes to the player character. Multi-Beacon: Paints multiple targets, making them both easier to hit and increases the amount of damage they take.
This skill requires Elemental Beacon level 3 in order to use. Dead-Eye: Targets vital areas of an enemy. This is a passive offensive buff that always stays active, giving the player a small percentage increase for landing a critical hit. Must have level 2 Dead-Eye to use. Multishot: Adds a double-tap effect to all weapons. Must have Weapon Master at level 2 in order to use. This skill is an active, slotted offensive buff that cannot be combined with Rapid Fire.
This skill is extremely useful during party-based boss fights where players can get room to use the skill at a distance. Master Sniper: Requires Sniper level 3.
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