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Either Midkemia has way, way more gold than Earth does, or the Kingdom's Sovereign is debased all to hell. Soldiers in the Eastern Roman Empire were paid a base wage of 1 gold coin a year, with an additional one if they actually had to campaign. Or whoever provides that 100 sovereigns for 4 months figure has a truly absurd standard for "comfortable" I guess.
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# ? Oct 21, 2021 04:54 |
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# ? May 25, 2024 00:21 |
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Or they are absurdly small coins. Also a rest at an inn costs around 25 of them, I wouldn't call 4 of those a month and nothing else "the good life" in any case, so they are absolutely full of poo poo.
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# ? Oct 21, 2021 05:05 |
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The real answer is pretty much "because D&D," where the makers of that would admit that the amount of gold being thrown around is ridiculous but also chests full of gold coins are really satisfying to find as treasure. And then you get into video games where even that gets flattened further into "no there are no smaller currencies, gold pieces for everything!"
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# ? Oct 21, 2021 06:27 |
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paragon1 posted:Or whoever provides that 100 sovereigns for 4 months figure has a truly absurd standard for "comfortable" I guess. In this case it's a rough-and-tumble mercenary, so I doubt they're overly used to living in the lap of luxury. SIGSEGV posted:Also a rest at an inn costs around 25 of them, I wouldn't call 4 of those a month and nothing else "the good life" in any case, so they are absolutely full of poo poo. In the game, hard rations for one person for two weeks costs 7 gold coins, a single cup of ale is 1 gold coin. The economy isn't super realistic, yeah.
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# ? Oct 21, 2021 10:12 |
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Wow, that was an update, alright! You... know you can break up and spread out updates a bit, right?
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# ? Oct 22, 2021 21:58 |
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Schwartzcough posted:Wow, that was an update, alright! You... know you can break up and spread out updates a bit, right? That sounds like an awful lot of effort compared to any given recording session turning into one update. You guys are just lucky I don't play this game in four-hour stretches.
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# ? Oct 22, 2021 23:19 |
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As much loving about as the party seems to get up to 4 hours isn't too much of a stretch. Although now you've got temples and teleport money so it's prob not too bad.
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# ? Oct 23, 2021 02:20 |
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This is why I recommend leaving the training opportunities nearer to Krondor alone until chapter 2, to bring James (slightly more) up to snuff. Though he's never great.MagusofStars posted:-Assessment isn't particularly useful, but between the boost you get here and another training and the skill book, you get something absurd like +50 to the stat. So if you do ever bother to use it for some reason, your character gets the entire stat sheet of the opponent in one go.
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# ? Oct 24, 2021 03:55 |
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James is way better if you're a dumbass kid and beeline straight for Krondor in chapter 1, then get stuck in chapter 3 and wander the entire map before stumbling in to how to advance the plot.
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# ? Oct 25, 2021 00:20 |
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Xander77 posted:This is why I recommend leaving the training opportunities nearer to Krondor alone until chapter 2, to bring James (slightly more) up to snuff. Though he's never great.
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# ? Oct 25, 2021 00:42 |
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MagusofStars posted:there’s nothing you can do to boost Locklear’s speed. Technically if you place him right, you could use Winds of Eortis to shove him into position.
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# ? Oct 25, 2021 00:51 |
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LeastActionHero posted:James is way better if you're a dumbass kid and beeline straight for Krondor in chapter 1, then get stuck in chapter 3 and wander the entire map before stumbling in to how to advance the plot. whatup first playthrough experience buddy
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# ? Oct 25, 2021 00:57 |
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I'm so excited for the eventual 'best spell' argument. Sadly we don't have it yet, or maybe we picked it up back at Sarth and Purple just has really bad opinions about that spell and isn't using it.
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# ? Oct 25, 2021 01:01 |
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Guildenstern Mother posted:I'm so excited for the eventual 'best spell' argument. Sadly we don't have it yet, or maybe we picked it up back at Sarth and Purple just has really bad opinions about that spell and isn't using it. The problem with BaK's spell selection is that while a lot of them are THEORETICALLY useful, you end up with several which are NEVER useful and a few which are simply BETTER than the rest for the most part. But after this next bit, I think I'll have enough of a spell library that it might be worth doing a catch-up post.
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# ? Oct 25, 2021 01:13 |
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MagusofStars posted:I always found James to be better than Locklear. Lock has better base attack and defense, but Chapter 2/3 just have SO MANY battles, stat boosts, and buyable training books available that by late Ch.2 / early Ch.3, James takes the lead and just never gives it up.
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# ? Oct 25, 2021 01:14 |
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PurpleXVI posted:The problem with BaK's spell selection is that while a lot of them are THEORETICALLY useful, you end up with several which are NEVER useful and a few which are simply BETTER than the rest for the most part. But after this next bit, I think I'll have enough of a spell library that it might be worth doing a catch-up post. There are some amazingly trash spells. Nightfingers might actually be the worst spell in any game I've ever played. I can't even think of a close second.
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# ? Oct 25, 2021 01:40 |
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Guildenstern Mother posted:There are some amazingly trash spells. Nightfingers might actually be the worst spell in any game I've ever played. I can't even think of a close second. At least it does something. The Realms of Arkania games have multiple spells and skills that literally have no use, aside from wasting your skill points and mana. My vote for best spell is Grief of 1000 nights, it basically takes an enemy out of the fight with a low cost, no rng, and no line of sight bs. Just consistently useful from the moment you get it. Oh, and the spell that lets you see containers on the map if you don't use a guide. It is so easy to miss a chest or dirt pile in this game
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# ? Oct 25, 2021 02:07 |
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Losing the glory hand when you cast it is actively detrimental since you're now out an expensive sellable item in exchange for something you'll get when you kill them anyways. My go-to spell is the one that makes you immune to all damage. 5 stamina cast lasts for all but the longest fights and now Owyn is immortal, which opens up all sorts of options, the laziest of which is Melee Owyn.
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# ? Oct 25, 2021 02:49 |
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I don't have anything to say except I really like this LP and I never played it, despite trying to read all the mainline books once.
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# ? Oct 25, 2021 11:34 |
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The best spell is Dragon Skin and it's not even close.
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# ? Oct 25, 2021 15:10 |
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I think you'll actually find the best spell is Nightfingers, as we've discussed. I think my vote for worst spell probably goes to one that, ironically, the BAK Help Web author quite liked a lot - we haven't seen it yet iirc so no names, but I found it needlessly time-consuming to set up and use, especially compared to some of Owyn's other, very powerful, spells. it comes down to 'why take 2+ turns to kill someone when you can just do it in 1' but maybe there's a secret interaction or reason to use it I never figured out. Psion fucked around with this message at 20:07 on Oct 25, 2021 |
# ? Oct 25, 2021 20:03 |
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Rogue AI Goddess posted:The best spell is Dragon Skin and it's not even close. Ding ding ding.
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# ? Oct 25, 2021 20:23 |
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The problem with most RPGs is that a nearly dead enemy is as dangerous as a fully healthy one, so spells that kill slowly but are more efficient... aren't, really. Debuffs and over-time effects work well in games with longer fights, but that's not the majority.
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# ? Oct 26, 2021 00:26 |
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JustJeff88 posted:The problem with most RPGs is that a nearly dead enemy is as dangerous as a fully healthy one, so spells that kill slowly but are more efficient... aren't, really. Debuffs and over-time effects work well in games with longer fights, but that's not the majority.
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# ? Oct 26, 2021 00:46 |
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Update 16: BaK on Track, Part 1 When we last left off, the party had just cleared up some unfinished business and is now about to approach Silden, the southeasternmost point of the map. Before we actually do this, though, we're going to run off the road again, since as usual someone's stashed their treasures in the treeline next to some random hill. Each time the game starts, the battlefield grid option is turned off, so at first glance, this one doesn't even look like a trap, because Gorath's huge loving bulk is hiding one of the zappy pillars. Once the lines are on, it makes a bit more sense, and looks unbeatable if you haven't realized you can do diagonal movement. But there's a neat path in between that you can just slip your right-most party member through easily. They're protecting three chests hidden in the woods well enough that you might, from the wrong angle, only see two of them. RIVER SWORD ICE While none of these chests have any gear upgrades, not even really for a less min/maxed party, the value of the contents of the eastern chests is higher than what we found previously, they contain both a decent bunch of gold, and also the third chest contains a ruby and a Ring of Prandur(one of the light rings), which both sell for decent amounts if you don't just hit the first shop you find and wait for one with a decent resell value. Anyway, now that we're back on the r- Goddammit. Impossible. A Webber lock cannot be picked. Perhaps not by you, but one skilled in the arts of subtlety, he may know how to penetrate even the most difficult of locks. It is a matter of patience. I don't care how patient you are, a Webber lock cannot be picked. You're making idle boasts. And what would Abuk gain telling strangers a fact that was not true, eh? I merely say these things so I may advertise my services and you might make use of them one day. I state simple fact. There is no lock in this Kingdom of yours that Abuk cannot pick. None. Is that so? Perhaps you could teach us how to pick Webber locks... It would take more time than I think you would care to spend. I spent five years at the foot of my master Caliphad in the shadow of mount Ashunta learning the art. But I could perhaps improve whatever skill you may already possess. A small fee of seventy gold sovereigns should pay for my time. Seventy gold pieces for a lesson in lockpicking? That's nothing short of robbery. You are wise. I should not cheat myself in this fashion. Eighty sovereigns, but I cannot raise my price any higher, despite the great deference you show to my person. Is the arrangement to be sealed? [YES] All right, Keshian. Eighty sovereigns, but I am warning you...I doubt there's anything you can teach me. You must open yourself to new things. This is the first learning. Without this opening you will not be complete. Opening your self is like opening a lock. If you cannot open, then the lock may not open. You should understand that there is no difference between yourself and the lock that you pick. All these things I will demonstrate with a test lock that I carry with me. Now I want you to observe. Keshian double...talk. Wait a minute...how did you do that? I couldn't see... Do that again. That is it. You have received your first lesson, darkeyes. That was too fast. I couldn't catch what you were doing. In time you shall realize what was done. In your mind, the events will unlock and thus your hands will unlock as well. I must go now. Good bye. Wait... The worst part about that encounter was that it actually made me better at lockpicking. It's not a big upgrade, only about 6 points, but considering that this still puts James at 88 Lockpicking, this means he's very little training shy of being able to pick every last drat lock in the game. Canonically, the party neither heads for Silden at this point, or meets Abuk at this point, though of course we can also meet him here if we go the long way around with Locklear in chapter 1. If we do, Abuk warns the party to stay the gently caress away from Silden since it's now apparently the Crawler's playground. In said encounter he refers to the Crawler's servants as having "great cajunlo," which sounds like some sort of appropriated voodoo term, but at a quick googling I only get food hits, so it might just sound that way but actually be entirely innocent. Like any travelling weirdo is going to keep us away from Silden. ...so why are we going to Silden? Because in an alternate timeline we might have been warned not to, which means there's clearly something there someone doesn't want us to interact with. There's not actually much reason to go to Silden until chapter 3, but it's the principle of the matter. The approach to Silden is mostly calm and unexceptional, except that this area has a bunch of chests, not quite as many as in the Dimwood where we were tripping over the loving things, but it's worth scraping your face against the hills like you're playing Wolfenstein 3D and looking for secret doors. THORN This one contains a Virtue Key, a key type we don't have yet, and which opens a whole three things throughout the game(so of course you can find 13 of them in the wild and buy them in 4 places, Christ.), and also a note! quote:Given to Isunatus of Cavall Keep, the quantity of five hundred rubies and two hundred golden sovereigns, totalling a value not in excess of twenty thousand and two hundred sovereigns. This one seems completely irrelevant but actually triggers extra dialogue at one point later in the game, though I think you may actually need to physically bring the note along, not just have read it(will test it when I get that far), which would be a bit counterintuitive since almost no other notes work that way(I think it's one or two others, tops). And in fact most notes are just fluff text and don't tell you anything useful or trigger anything gameplay-wise. ALCOHOL I somehow missed a screenshot of the third chest but here's the riddle: "Death to our Enemies! no Living adversary shall Escape the new King of these isles. He will lead us to glory And provide New lands for our people!" DELEKHAN Neither of the other two chests contain anything of note, just generic items and a bit of money. The last stretch of the road to Silden has a special, non-visible encounter... Aside from the intro, these three goons are nothing special. And they go down adorably quickly, which somewhat makes you wonder what's up with their "battle tactic." See, it drops plagued on everyone. Which is bad! But as far as I can tell, being Plagued by itself doesn't actually impact the party's skills in a meaningful way, it just slowly kills them. This means that while sure, it's a useful tactic, it's specifically a useful tactic if you then run the gently caress away and let the plague victims die of the plague, not if you hang around and let them run you through. Morons. How nostalgic, we caught the plague with Locklear, too. I could do with us catching the plague a bit less, myself. What are the odds there's a cut-rate plague-curer in this area, too? Since you humans seem to breed like rats and live like rats, I'd assume they'd be in high demand and omnipresent. Sadly, no, but there's supposed to be a temple just off Silden... let's crack these chests and hope it's true. The chest these guys almost died on top of isn't locked, and all it contains is a single note(though only in chapter 2, so if you came here in chapter 1, you may well miss it): Looks like we ruined one of the Crawler's plans. There's no possible way you could have known that was one of the Crawler's plots when you broke into that barn. Good luck proving it. There's also a scarecrow alongside the road into town, for some reason. Enjoy those crisp graphics. For the moment, Silden isn't super interesting to us. It has a magic store(Hakha's Cajunlo, there's that name again), of all things, where I buy a couple of spells I don't really need or want, but which I grabbed for the sake of completionism and because the party has an assload of gold. It has a background location we can't interact with(a door that James wants a closer look at, but there's too much traffic for him to do so). It has an inn. But the innkeeper complains that the party's bad for business and chases them out(he won't be useful for anything until chapter 3). What matters at the moment, though, is the ship on the right, the Mist Devil, because it'll take us to the island temple of the dead god Eortis. BaK posted:Locklear shouted at the ship. Interestingly enough, they won't even let us get on the boat if we aren't diseased, though it doesn't get referenced at all when we are diseased. Thankfully there's nothing super-unique or important on the isle, so if you go get healed at a less broken-down temple that worships a non-dead god, you won't be missing out on anything super-cool. Still, now we're here... But that's why we've come. The shipmaster in Silden said we could find a healer on this island who could help us. You have been misinformed. I am not a priestess of Sung and Eortis concerns himself solely with the denizens of his kingdom of the sea. He may act only on their behalf. Thus is his purpose as deigned by the will of Ishap, the One Above All. When I was young, I was fortunate enough to have learned something about how the temples all worked. I thought I remembered that a god can sometimes be compelled outside his purpose in return for a duty of obeisance. That is true, but Eortis is but a shadow of what he once was. Upon a time, before the Valheru warred with the gods of Midkemia, his influence was as the depth and breadth of the seas and all that moved across them. When at last he vanished, Killian assumed control of his realm but here some essence of what he was still survives. We can not communicate with a god that is lost. But if we were to act on his behalf, do you think he would grant us favor? I cannot know. If there were more than an essence of him in this place, perhaps we could commune with him and learn his thoughts, but we of the order of Eortis are the servants of a vanished god. We see his will only in very small ways. Perhaps we are here to serve that will. What can we do to help you? I can see no harm in your request, but I can guarantee you no measure of success or failure in your efforts. I can depend only on what the omens may tell me. Perhaps Eortis will stir from his slumber to grant his favor. Until then, the Mist Devil will bring you no longer to this Isle. Could you at least give us an idea of where to start? You may be able to read the god's will in the falling of a sparrow, but some of us are not half so clever. Of late, we have had many tell us the rusalki who sometimes linger near the rivers have become disturbed. If you may find them all and lay them to rest, it might serve your purposes. I will warn you however that many of these sisters of Eliaem are wily and will find ways to hide their presence. Many do not wish to be sent into the halls of Lims-Kragma. You will need to be clever in finding them... This is my advice. BaK posted:As they filed out of the inner sanctum, Beyla suddenly dropped to her knees behind them. They rushed to her side but she had already gained her feet as they reached her. So, you might notice that at no point does this in any way hint that anything actually happened to us. But something did! We're actually cured of our plague now! We also now can't come back to the temple unless we find five Rusalki encounters on the mainland and clear them out, at which point the Temple of Eortis starts to provide free healing for anything. Cool, I guess we're divine hitmen now. I always wanted that job as a kid. Also, high-effect plagues aren't something to gently caress with. This is how much damage it did in the couple of minutes it took me to loot that one chest outside of town, walk into town, and then come back out. I guess Eortis just saw fit to remove the plague, not remove the weeping lesions or whatever it caused. That's Silden sorted until chapter 3, however, now we can head northwards to yet more distractions! I mean plot progress! You know you're out of the boonies when even random dirt mounds in the woods are full of rubies. During this update, the party will collect enough rubies that I actually have to start tossing drugs and ammunition into temporary cold storage just to carry all the rubies. I can't believe someone would force us to make such hard choices. I vote for keeping the rubies. I vote for keeping the crossbow bolts. About half of the rusalki we need to fight are opt-in, plus I think they only spawn at night, but a couple of them are on the main road and avoiding them requires a detour. Thankfully, they're like budget Shades, and we've already dealt with as nasty a Shade situation as the game can throw at us. Also because I'm absolutely an easily-amused child, I still find it funny that they're using the exact same bit of dialogue text for every time you examine an enemy with a right-click. Yes, James, I'm sure these ghosts are just out for a peaceful walk, that's super reasonable to assume. A few battle types have special battle start dialogues, rusalki and shades being among them. Oddly enough they seem to be the only type of text that's not stored on the Betrayal at Krondor supersite. Stat-wise, rusalki and shades are pretty similar, as I think I've mentioned before. The main difference is that rusalki have no melee attack and thus can be negated in the same way as casters, i.e. by vaguely invading their personal space. They also tend to have less health than shades. Anyway, let's solve this in the simplest way possible. Explain how more ghosts is going to solve things. I mean, that's how we've dealt with most battles so far. I can't tell them apart! Which one do I hit?! Still, the battle goes pretty easily because we can largely prevent them from doing anything. I briefly considered hitting them with Grief of 1000 Nights, but thought that, logically, it wouldn't affect ghosts. It turns out that I'm right and it doesn't affect Shades, but should still affect Rusalki. Look forward to me completely forgetting this by the next time I fight a sizeable number of them. They get special battle-over text, too! A bit farther up the road is another encounter with three rusalki. In general, single-enemy-type encounters aren't very interesting unless they're enemies with multiple tricks, like Shades, or something else that makes them really hard to clown on, so just trust me when I say that the party hits them with swords until they go away. I have absolutely no idea what's up with this text. Nothing prevents you from then stomping onwards and actually fighting the rogues guarding the road, and as far as I can tell you have no way to learn "what they're guarding" except by actually attacking them and then getting like 25% of an explanation for what's going on if you hit the... I think it's the failed ambush dialogue that does it? In that one, "Crenard" mentions he has a deal with the owner of the "Riverpilot's Folly," and nothing else. One of these three chucklefucks is Crenard, possibly the Whizzard on the left. He doesn't get any spells off, since James just walks up and glares at him while stabbing him. If he did, though, he wouldn't be too scary, since he only has Flamecast, Skyfire and Unfortunate Flux with which to gently caress us. So what were Crenard and his buddies guarding? Apparently just this side path containing two ripoff taverns! The only noteworthy thing about them, except that they try to charge me loving 70 gold for a night's stay, is that they excuse it by claiming that Rusalki are making the roads unsafe. Supposedly the prices go back to normal if you kill them all for the Temples of Eortis, but then what was Crenard's deal with the inn owner about? Ugh. Probably cut content. Anyway, in a patch of trees behind one of the inns there are also some chests. BARD BRIARS The third one doesn't have a code, but is instead locked with a hefty 76-difficulty pickable lock. In total the three of them contain about 200 gold, which is a really nice score, especially as it is not exactly a huge effort to see James able to pick the locked one this early in the game(since it contains about 3/4's of the gold). Inexplicably, a random houseowner about two minutes' walk from the inns that already sell food at normal prices also sells food for the same prices. I almost completely missed this guy hanging out next to this field because he didn't aggro until I practically bumped into him, I'm not sure if he just had a really small aggro radius or if the party's stealth rating just made him not notice us. Let's see what's up with him. Well, looks like it's just one guy who completely lost his poo poo. There's nothing special about his abilities or his drops, or even what's buried in that dirt next to him. I guess he's kind of an easter egg? I don't think I need to reveal any secret super-strats I use, Gorath and James just hit him over the head with swords repeatedly while Owyn takes a smoke break. Shortly afterwards, there's a loop of side road leading in among the hills, with a big "KEEP OUT!" sign out front. Obviously this means we need to see what's in there eventually, though sadly it's not something we can interact with yet. Approaching this house further up the north/south road that forms the eastern edge of the gameplay area, there's a hidden Shade ambush. Just a single one, nothing too threatening. But maybe that means there's something worth checking out about the house! There is in a fact a lot of poo poo to do about this house. I think this is where like 90% of the update's text is gonna be. BaK posted:James produced the requested amount and handed it over, following the tall man. Just before pushing aside a curtain, he halted and whispered to them. You can then choose to accept or reject her prophecy. If you accept it, nothing happens. If you reject it... BaK posted:James snorted his contempt for the old woman's prediction. "I could have said any of the same things. I've heard virtually all those things from street lunatics..." Which lead to some oddity. This dumps you outside the house and it's clearly intended that the moment you take a step, the rusalki attacks you. But, because the party's stealth is too high, the rusalki somehow overlooks them and I end up running in circles around the house for two minutes until the party eventually screws up their stealth check and gets into a fight with a single Rusalki. Once again, a fight so underwhelming it's not worth showing off. Maybe we should go back to the house again and see what happens, though? BaK posted:Bella said nothing as he let them inside. This is actually a really relevant clue and the one you can get in any of chapters 1 through 3, though it's not really relevant until chapter 3. In Chapter 6, Haphra updates with a new true prophecy which actually has a hint necessary to winning the game, though you can also get it elsewhere because the designers weren't total dicks. Immediately opposite the house is a tiny riverside path which you totally need to follow. It's guarded by two rogues and a single quegan, absolute pushovers since they're not super strong, not magicians and don't outnumber us. However, they are guarding an absolute shitload of chests. In addition to the immediately visible one, if you turn the corner around the hill there are a further four. Five chests! Thankfully the place where the battle exit drops you makes it almost impossible to miss the rest. Two of them are code chests, two are locked and one is trapped(though with only a 19 difficulty, no character could fail it. Though I think that if you don't have Scent of Sarig active, you will always trigger traps). HAIR HOLES This one remains one of my favourite code chests because it feels like it's playing a trick on your expectations of what adding something can be. Anyway, what does cracking these five chests yield us? THREE rubies, which is between 500 and 700 gold depending on where you sell them. Several blessed swords. Eyes of Ishap and Steelfire scrolls if you don't already have the spells. Two Clerical Oilcloths, you know the things that double attack damage for a battle(and also sell for a lot of money) And various other minor supplies. If you don't walk past this side road, I would go out on a limb and say it is one of the biggest single-location hauls, money-wise, in the entire game. I mean there's probably more in the Dimwood if you go through there, but that also requires hauling rear end across close to fifteen separate caches scattered across like a fifth of the area of the entire game world. It is, in fact, a kind of problematic haul since this is where I start having to make some hard choices about what to grab and leave behind, especially since not every shop buys every sort of item, and while they can be worth a lot, armor, weapons and magic items are only accepted by a minority of stores(a few of them cross over categories, though, like Rings of Prandur are accepted by both jewelry type stores and magic type stores, and some stores accept more than one category of item). Further up the road we come to the weirdly named town of "Sloop," the last town before we reach Romney coming from the south. In addition to having a jewel trader, who pays top gold for our piles of gems, it also has, of course, a tavern and an astounding number of its houses actually contain encounters rather than just being empty houses or getting a "no one's around"-response when interacted with. Let's just start listing them all off, because they actually make Sloop kind of feel like a living little place. BaK posted:A pretty woman of about thirty answered James' knock. Now, if you can loving believe it, this cat actually does damage! Rather a lot of it, in fact! A whole fifteen points of it, which, in the early game, is only slightly less than eating a nice whack from a moredhel sword. Either this game's enemies are giving us light, gentle taps with their weapons or Midkemia's cats are more like loving cougars. The Nighthawk amulet thing just makes me think, again, of how loving incompetent the Nighthawks are. Just the most incompetent squad of wannabe-murderers in existence. Also, something worth noting is that the reason some of the game's characterization might occasionally seem a bit sloppy is that most dialogues that can feature James, will feature Locklear instead if you come here in the first chapter and it's the same dialogue in the first chapter, and vice versa if we hauled James up north to Yabon and LaMut. Others are triggered by whoever has the highest skill value in something, so with a hex editor, we could ensure that it was Gorath rather than Owyn who crooned out bad songs at every inn across the Kingdom. I can absolutely understand why they did it this way, but it does hurt the character writing a bit when the party doesn't really have a consistent "protagonist." The town also has a temple, but it's the only temple-type structure in the game that's "abandoned" and doesn't actually contain at least some temple services. PurpleXVI fucked around with this message at 20:13 on Oct 26, 2021 |
# ? Oct 26, 2021 20:11 |
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Update 17: BaK on Track, Part 2 Continuing towards Romney, there are no more battle encounters on the road, but there's an inn and an odd side passage to a small house... I remember always thinking there must've been something up with this house, but as far as I can tell, there's no special trigger at any point that allows you to learn more about it. It's just a weird thing, but if you look behind it... EGGS In addition to another tier 3 Blessed Rapier, this chest also contain a Fetters of Rime scroll, which is... now that I think about it, probably the only spell that uses Accuracy: Casting to throw a projectile which can miss, alongside Flamecast. It functions like an ice version of Flamecast, doing somewhat less damage, and having no explosion, but having a paralysis effect if it lands. With one exception, it has less enemy types it can affect than Grief of 1000 Nights, but it has a few enemy types that it deals 1.5x or even 2x damage to. We could just take this side path, cross the river and reach Romney now, but... But we're going to miss out on exclusive content if we do so. Said exclusive chapter 2 content is well behind us by now, though, and the nearest teleporter temple is all the way back down at the Temple of Lims-Kragma near Malac's Cross. However, if we head north instead, there's another temple just past the town of Prank's Stone. It will, honestly, just be a short detour, unless it leads to another detour(what are the odds!), so let's get it underway. The Prank's Stone area only features one optional fight at this point(three if you count digging up graves to piss off ghosts), but you can't cross this bridge to reach the town from the south without stumbling into another magical trap. Simple, though, just march James forward so the fireball thrower disables the zappy rods, then walk on through. On the north side await four rogues that I initially thought were bugged since I couldn't set up the party for an ambush on them, but then when I approached anyway... BaK posted:JAMES: Can we be of some assistance to you fellows? You appear distressed... Which is the way to get through without a fight. If we had sided with either group... BaK posted:"Mitchel Waylander is a snake and Ian is just as unspeakable! The Riverpullers were granted an exclusive trade agreement by the crown itself and the both of them have called in their own men. Now their fighting brings other guilds in, guilds that undercut our business! How dare you side with them!" And then you get dropped into a fight with three normal rogues and a rogue archer. Considering that they aren't carrying anything particularly useful and they only want to kick our asses if we're part of a guild war loving their region up, I opt to let them live and move on to Prank's Stone itself, a town that's easily forgotten but has just about as much dialogue from the locals as Sloop(even the tavern features multiple bits of unique dialogue!), and also a real dick move. BaK posted:The man was in a talkative mood. So, most of this is just flavour text(and a chance to lose a bit of gold), but there's the rubies-to-diamonds guy. On the surface, this is a good move, as BaK diamonds are super rare but also the most valuable gems in the game. However, no matter what type of ruby you "feed" him, it always comes out as a 2% Diamond(which is about equal to an 8% Ruby in value). So, to make a profit here, you would need a steady supply of worthless rubies... The trick in this case is that anything you sell to a store can be bought back any number of times. Thus, you take Makala's 1% Ruby from the Chapter 1 quest, sell it to a store(ideally one with the worst possible prices, so you can buy it back very cheaply), convert those 1% rubies to 2% diamonds, and sell them at a profit. Completely empty inventories and seed money of "only" 500 gold can make you a profit of about 600 gold without even leaving Prank's Stone(in version 1.01 the Prank's Stone store had higher prices so it was a profit of 2500 gold per "full" run. Madness.). A similar trick, albeit one with a longer setup time but faster payoff once you do it, is to get a high-value crossbow, ideally an elven crossbow, break it completely by repeated combat use(paralyzing enemies, say, and firing bolts at them over and over. I think it takes upwards of 50+ shots to do, however), then selling the resulting 0% crossbow. Now you can buy any number of worthless 0% crossbows, repair them with crossbow strings instantly to 100%, and re-sell them at full price. It's really only something you would do if you want to suit up everyone with Dragon Plate armor and Greatswords in chapter 1 to really break the game over your knee. Of course, once you're doing stuff like this, you might as well just fire up a hex editor and set your money to an arbitrarily high number, since only your patience and the eventual collapse of the game's code under arbitrarily large integers set the limits. Anyway, what I've yet to talk about, is how Prank's Stone has a dick move. There's a small path behind it leading to an anonymous-looking stone that you can choose to interact with. Don't do this. In version 1.01 it deletes 100 gold and ALL non-unique keys from the party's inventory. In version 1.02 it mercifully leaves your money alone, but still deletes all non-unique keys. I seem to remember a rumour at some point that anything you lost to the stone would be placed in an in-world container that you could later reclaim, but that doesn't seem to be true. That's a lot of text for a town that doesn't even appear in the book! And all we're doing is trying to get to a temple on the far side... Of course, we can't go five steps without someone littering loving moredhel chests all over the drat place, goddamn. SILENCE WRONG The main score from these two chests is a near-full bundle of Elven Quarrels, which have the second-best to-hit bonus of all quarrels, Flaming Quarrels do more damage but are considerably less accurate, and only Enchanted Quarrels are better in both damage and to-hit bonuses. Practically right opposite the code chests, on the other side of the road, there's a trapped chest which absolutely does not gently caress around. At 150 damage if you trigger it, it may be the most volatile chest in the game and absolutely capable of blasting an entire chapter 1 party to cinders if they came down from the northern route(for context, in chapters 1 through 3, Gorath is the character that starts out the sturdiest with a 125 total Health/Stamina pool). It has low lockpicking requirements, James can always handle it, but if you don't have Scent of Sarig active, or if you come here with a Locklear lacking any lockpicking training and an amulet of the Upright Man, it can very possibly still blow up in your face. It's worth cracking open, though, because it contains a ruby and an emerald, which are by themselves quite a nice haul! The ruby gets sold immediately but the emerald... well, it would be nice to own Ivan Skald, wouldn't it? Unfortunately, if we go challenge him now, he'll just laugh at us and take our emerald after beating James like a small child. So we're gonna need some sort of leg up on him... Seems completely impossible we'd get our hands on that, though. Completely implausible. Finally we're getting to the temple I wanted to get to, to teleport us down to the Temple of Sung near Sarth. Those rogues out front are, like the ones south of Prank's Stone, not actually a real encounter, instead as we get closer... BaK posted:They were stopped by two men. This, if you can believe it, isn't true. Isn't it mad that some folks outside the temple of the god of thieves would attempt to rob us for everything we're worth? Absolutely mental. Inside, let's have a talk with the local head priest before we take our trip to the west. BaK posted:The hour was sounded. The divine wisdom of Banath is apparently "stop loving up and you won't be in so much trouble, you morons." In any case, we're here to make fun of Brother Marc some more. [MAGIC] Actually, I was hoping you might be able to dig up something on magic, a scroll perhaps. There was a scroll I was cataloging the other day that might be of interest to you. It was titled as Skyfire I believe. I can go and dig it up for you, for a reasonable finder's fee of 100 sovereigns. Shall I run and find it? We already have Skyfire for free, but once again we can earn a small profit by turning around and selling the scroll to the store inside Sarth. Only about 50 gold or so, but still, the principle of the matter. [NIGHTHAWKS] Would you have anything up in the Abbey about the Guild of Death? As I recall from when I visited your abbey years ago, your collection of books was quite extensive. I wanted to find out how it is that some of them become Black Slayers. No need to search the vaults. Many of them worship Kahooli, who, occasionally, will grant them a near-deathless state in exchange for total dedication to the god of revenge. It took us a long while to learn the spells that keep a Nighthawk from rising from death. There is a spell? We thought you had to hack the body up and burn it to bits. An unpleasant solution, and time consuming. After the Great Rising was over and the moredhel went home, we were able to work with the priests of Lims-Kragma to create a spell to keep a Nighthawk from becoming a Black Slayer or to keep a Black Slayer down once he was slain. If you would like, I can probably dig the spell up in the Vaults. Are you interested? There will be a hundred sovereign fee. Wrong, wrong, WRONG! This is just so insanely not in line with the lore! Did Feist even look this over? Holy poo poo. Just... the wrongness of this bit of lore astounds me. The temple of Kahooli doesn't use the Nighthawks, the temple of Lims-Kragma no longer uses assassins and the temple of Guis-Wa, though we know little about them, apparently use their own religious blood hunters for their killings. Secondly, becoming a Black Slayer isn't a near-deathless state or anything caused just by religious fanaticism. It's literally a power granted to the Black Slayers by way of the False Murmandamus, who was getting his(its?) power from the Enemy, the combined souls of all the banished Valheru! It completely cores them out and replaces every part of them with the Enemy's power, when need be, turning them into nigh-indestructible puppets until their hearts are removed and burned or divine magic cuts the Enemy's line of control. Hell, the original Black Slayers weren't even Nighthawks, they were Moredhel, who don't even worship the human gods! I mean, ahem, [YES], Marc, we would like the spell. Considering I may be running into the Guild of Death soon, I think it would be a wise investment. I will be as quick as possible. Please wait here. Final Rest is a somewhat useful spell, since, as mentioned, it takes out downed Nighthawks/Black Slayers(spoilers, they are in this game and this is why we're getting a spell to deal with them) if you hit them with it before they get up again. We're not quite done with Marc yet, though... [ABBAR'S TURN] I don't suppose among those masses of books you have in the Abbey you would have one on chess, would you? I'm looking for information on a chess move called Abbar's Turn. No self-respecting Keshian library would be without one and as the Abbey was founded by Keshian wanderers... ...it stands to reason you have something. Wonderful. If you could dig something up for us, I would be very happy to pay a finders' fee for anything you can find on chess moves. It's a fairly special request so I may have spend a while digging and I do have another project I need to handle this evening. Would you be willing to pay a hundred sovereigns? [YES] Hmm, well. I think in this case it might be worth the expense. I will see to it your money is well spent. If you will wait here, I will return as soon as I have found something of interest... BaK posted:The priest returned several hours later. That was a lot of text! Still, now we can cheat Ivan out of an emerald. That owns. Let's skip ahead to Malac's Cross since nothing interesting happens during the trip there(also I just teleported there from the Temple of Sung. The pro move, income-wise, would have been to walk the entire way, but we're rich and this is more about making a point than making a profit). [CHALLENGE] Any chance I can interest you in a game of chess? I'm not so sure you would want to play against me. I just learned a few new moves from a book I borrowed from the Abbaye... Tell me the stakes, then I'll tell you whether I'm interested or not. Emeralds. Think you're up to it? [YES] BaK posted:The barkeep was oblivious. Locklear can also come here in Chapter 1 and steal Ivan's lunch, though he needs to learn a special move somewhere other than Brother Marc... we'll get to that part in an update or two. What I'm not sure about is whether its possible to both abuse Ivan with Locklear and then again in chapter 2 or 3 with James. Anyway, the reward is a 100% emerald, which is quite the score! If you track down the best possible shop for the sale, it's worth 1080 gold(though it requires waiting until chapter 3 to sell), which means that if you did the entire thing on foot, ignoring the prices of rations and other supplies, you'd be making a profit of almost 1000 gold after paying Marc for the scroll. Probably about the single biggest profit you can make in the game so early without abusing anything. The main trick is finding a spare emerald, since there are only 29 of them littered about in the gameworld, without some sort of guide you'd be lucky to find one of them before it's relevant. This clears up our distraction quota for the update, though, and we can fast-forward back to Romney to actually progress the plot. Yes. Why is a guild in charge of the city? The constabulary were all killed in the uprising by the Riverpullers Guild and no one else in any authority was left alive to administrate. When I was approached to take command, I decided that I would use my men in the Guild to help maintain order until such a time the Duke was able to arrive from his estates. Makes some sort of sense. Where can we find the King's men from Bas-Tyra? They'll be holding up in the Black Sheep Tavern for a celebration of some kind. I believe I heard one of them say they've found something they were looking for. I'm not sure what it's all about. I think that may mean good news for us as well. Good night, reeve. We're on into Romney... Obviously, things go somewhat differently if we hadn't already looted the seals from Max Feeber's barn. In that case... BaK posted:The way ahead was blocked. One thing that I find funny is that Mitchell never goes: "Hang on, you've got a seal so you're one of us, why don't you know what's going on?" And gets suspicious, only really caring about the seal being possessed or not. The other thing is that obviously this isn't how it goes in the book. In the book, James and the rest of the gang troop up, find the bridge blocked by tradesmen, and beat up the leader and are about to threaten the rest with royal authority to get across, when the troops from Bas-Tyra show up to help reinforce order. It's not that the local guards have all been killed, but simply that they, being locals, are embroiled in the factional fighting, so it takes an impartial core of fighting men to organize them without them taking sides. We can also come here in chapter 1 where Mitchell will give you a haggling lesson, you can also get into Romney at this point still, as far as I can parse the guide, you don't even need a guild seal for it at this point. There's actually an absurd amount of text for it, considering how unlikely most players are to ever see it. BaK posted:The way ahead was blocked. Seriously, tell me that's not a hell of a lot of work for an easily-missed side path. In any case, let's walk into Romney and see if we can find some Clues. Romney has no special attributes as such, at this time. It's got a shop, an inn and a single non-store location to interact with. There's nothing unusual about the store for now(though I do pop by to upgrade Gorath to Grey Tower Plate), so let's invite ourselves into the house. BaK posted:The meeting hall was full. The exact details of who's been killed yet also vary a bit from book to game, in the book it's "only" been a few apprentices and journeymen who've died so far, not any guild leaders or major factors. Anyway, let's go to the inn and see what those cool cats form Bas-Tyra have found, maybe they've already solved the mystery for us! Welcome to the chapter that confused everyone who tried to play this game as a kid because god, drat. I'll explain more in the next update, but for now, consider this: both the titular spyglass and the titular spider are completely irrelevant to the plot. BaK posted:The coppery smell of burning flesh filled the air. The fire in the background there is "animated" at one whole frame per line of dialogue. The only explanation, Seigneur, is that you are mistaken. I have never been south of the Inclindel... While we carried the dead from the Black Sheep Tavern, a tavern boy informed me that a man answering to your description called on three unwholesomes dressed in black, all of whom wore the trademark silver rings of the Nighthawks. He heard them refer to the moredhel as Gorath. It seems that this moredhel paid a sizeable sum of money to those Nighthawks before departing, enough perhaps to arrange the death of a company of the King's soldiers? He may well have paid a king's death, but I know nothing of it. I realize it may impress little upon you, but Gorath is a passing common name in the Northlands and oft as not your Kingdom fellow folk have mistaken me for an elf! The barkeeper was likely deceived by enemies of mine. If I had cause to mislead you or your Prince, I would have found a far less convoluted means of confusing the royal sanity. Look elsewhere for your enemies, James. While we may not be friends, I mean you no harm. I shall look where I wish until you are no longer my responsibility. We may not be able to strike at the Nighthawk stronghold, but if we can locate it, we may still be able to get inside and find the information Prince Arutha needs. The Nighthawks will shun Romney for a time. However bold they may be in their murderous nights, they flee when daylight breaks. No one walks without leaving footprints and these men are no different. However skilled they may be at assassination, they have never been any good at covering their tracks. Let me see those things you found in the tavern. They are here. Good. Those are our footprints. Of all the items we found on the dead company, both those items seemed conspicuously out of place and may be related in some way to our elusive murderers. We begin our hunt for the Nighthawks with a spider and a spyglass. This whole thing also plays out somewhat differently in the book, but mostly only in that at no point here is there any attempt at casting any sort of doubt on Gorath's truthfulness. James still doesn't wholly "get" him, but they get along and have some degree of respect for each other except when Gorath comes out with some tone-deaf racist comment about what a shame it is that all humans are like roaches or other vermin. In any case, next time, we're going to get distracted hugely as Chapter 3 has a whole new swathe of sidequests that opens up and is the first big map repopulation in terms of combat encounters. Also we might accidentally solve some mystery or another. Possibly. Bonus Update 17.5: The Spellbook BLACK NIMBUS Rating: 1/5 Black Nimbus is the spell that lets you shortcircuit magic traps you can't figure out. Since almost all of them are trivially simple to puzzle out, this spell gets extremely little screentime. CANDLE GLOW Rating: 3/5 A replacement for using torches indoors. Decently worthwhile since it frees up more spell for ammo and drugs. DANNON'S DELUSIONS Rating: 2/5 It's like River Song except the distractions it creates can't also shoot at people. Funny if you want to cover the entire battlefield in Owyns, though. DESPAIR THY EYES Rating: 4/5 Extremely cheap, easily accessible, works on almost any enemy and knocks them out of the fight for two rounds. The only downsides is that it can't be charged to knock them out for longer and there's no visual indicator of when they return to the fray. DRAGON'S BREATH Rating: 2/5 If you REALLY want to make sure you miss as many combat encounters as possible, cast this. Generally you want to run into fights, though. But it can be have a fringe use or two if you manage to paint yourself into a corner that you have to fight your way out of. EYES OF ISHAP Rating: 2/5 This would be a 5/5 spell because some containers are rather well-hidden but... well... you know the Spyglass? That you get at the start of chapter 3? It casts Eyes of Ishap for free. Any time. Any where. FETTERS OF RIME Rating: 4/5 Damage AND paralyzing enemies? The only thing that leaves it short of a 5/5 is that it can miss and potentially hit your own idiots if they're too close to the target. FINAL REST Rating: 3/5 When killed, Black Slayers and Nighthawks with the potential to rise again as Black Slayers are down for 8 rounds before they get up again. Most battles barely last ten rounds total, so you generally have plenty of time to just take them all out and then let the party burn the corpses off-stage. FLAMECAST Rating: 3/5 It hits things that Skyfire won't, but it also has the potential for just plain missing targets and it's bad after, say, round two of any fight where the splash is almost certain to hit your own guys. GAMBIT OF THE EIGHT Rating: 2/5 Highest damage potential in the game, but since no battle maps have any choke points, it requires messing about with subsequential casts of Invitation and the like, or a lot of luck, to actually get an enemy that walks into it. GIFT OF SUNG Rating: 2/5 An in-battle heal requires either casting this spell or sacrificing the character's turn to drink Restoratives. Both cost a turn, but this one doesn't actually restore any health, it just transfers it, and the turn it loses is your spellcaster's, your spellcaster who could be casting River Song or Skyfire or any number of spells that kill or distract enemies. GRIEF OF 1000 NIGHTS Rating: 5/5 It's practically an instant kill. It works on almost anything and can take them out of the fight for over 30 rounds, has no chance of missing, etc. it just rules. Top-tier combat spell. HOCHO'S HAVEN Rating: 2/5 Ablative HP is sometimes useful. But usually not as useful as just casting an attack spell. INVITATION Rating: 2/5 It has a couple of fringe uses where it's really good(like that one trap where you can haul a Moredhel caster right into lightning land), but in a game without more "environmental" traps and effects, it's not that great. MIND MELT Rating: ?/5 Sir Not Appearing In This Version. Otherwise it's a very cost-effective way to destroy goblins because they take a ton more damage than anyone else, and in general it's just a slightly better version of Skyfire because it does slightly more damage and can hit a lot more things(literally only two enemies in the entire game are immune to it). MIRRORWALL Rating: 1/5 Another way to waste your time setting up a projectile-reflecting wall rather than just hitting the caster/shooter with Grief or spawning a Rusalki next to him. NACRE CICATRIX Rating: 1/5 Detects magical items, but since all items are in containers, and Eyes of Ishap already detects all items... useless. NIGHTFINGERS Rating: -5/5 Lets you waste an inventory slot to carry an item that lets your caster magically loot an item from an enemy mid-battle that you will get anyway post-battle. There are a very few exceptions, like there are a few enemies with disappearing corpses that technically contain items you could steal this way, but as far as I'm aware they're all stuff like a bit of spare change or a single use of a consumable, not diamonds or other gemstones that would in some way make it worth it. Just bring more drugs. RIVER SONG Rating: 5/5 Absolutely kickass spell. Rusalkis can interrupt enemy casters/shooters, provide fire support, attract enemy fire. They're gorgeous, GORGEOUS. One of the best spells in the game. SCENT OF SARIG Rating: 5/5 Since it lets you loot some very good chests without getting everyone's faces exploded off, this gets a 5/5 from me. SKIN OF THE DRAGON Rating: 5/5 I don't tend to use it much, but it makes the target invincible for up to 20 turns. Technically I guess it's better than, say, River Song, but I tend to prefer the offensive approach over the defensive approach. Getting enemies whittled down and distracted fast tends to be more important. SKYFIRE Rating: 4/5 Deals heavy, consistent damage and never misses, but unfortunately in some parts of the game there are a lot of enemies around(like trolls and animals), that it can't target. It looks super cool when you're 12, though, and since it can't miss I prefer it over Flamecast. STARDUSK Rating: 1/5 Outdoors version of Candle Glow, but outdoors you can just take a nap and it turns to day anyway, plus it's never dark enough that you might miss stuff like it can be in dungeons. STEELFIRE Rating: 3/5 Provides a +50% damage boost to the melee attacker of choice for the rest of the battle. In some cases it can make a big difference, especially against very hardy enemies like the Shades, but once you have spells like Grief and River Song, it starts to be hard to justify casting it. THE UNSEEN Rating: 1/5 Detects containers that contain food. See my feelings on Nacre Cicatrix above. THOUGHTS LIKE CLOUDS Rating: 2/5 Prevents a target spellcaster from casting spells but not from doing anything else. It would be a decent spell except that there's only one type of spellcaster in the game it works on that Grief doesn't, and even then I'd rather just drop a Rusalki next to them to panic them. WINDS OF EORTIS Rating: 3/5 Slightly more useful than Invitation since it can be used to buy your mage some breathing room, but it would still be a much better spell in a game with more environmental stuff, like the Divinity games or some such. PurpleXVI fucked around with this message at 20:14 on Oct 26, 2021 |
# ? Oct 26, 2021 20:12 |
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PurpleXVI posted:Impossible. A Webber lock cannot be picked. "This is the Lockpicking Lawyer, and what I have for you today is a Webber lock..." This line never sat right with me. I don't know why James of all people would be so quick to claim a lock is unpickable, considering his prior profession. Even if he wasn't Ace Lockpicker, other Mockers would be, so he'd know unpickable is bullshit.
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# ? Oct 26, 2021 20:37 |
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Ah, the Spider and the Spyglass. Two great tastes that taste great together.
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# ? Oct 26, 2021 20:41 |
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MagusofStars posted:Interestingly, that's not the case here. Enemies suffer from the same health-based stat penalties that your characters do - an enemy with low health is basically useless (and might already be actively fleeing). In fact, there's even a legitimate strategy where you leave the last enemy alive at a sliver of health so you can spam the 'rest' button to recover some health. You are correct in this case - I had forgotten about that entirely - but by and large this is true. Mind you, that's not praise... I very much wish that more games allowed for debuffs, DoTs etc
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# ? Oct 26, 2021 23:43 |
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PurpleXVI posted:Once the lines are on, it makes a bit more sense, and looks unbeatable if you haven't realized you can do diagonal movement. But there's a neat path in between that you can just slip your right-most party member through easily.
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# ? Oct 27, 2021 05:03 |
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Yep - this is as far as I was able to get as a kid, but was never able to figure out what to do from here. Looking forward to seeing how this chapter was actually supposed to be solved!
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# ? Oct 27, 2021 05:41 |
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This is now further than I ever got in the game. I always got distracted sidequesting, and wasn't too good at the combat so would get stuck and frustrated.
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# ? Oct 27, 2021 07:11 |
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Tiggum posted:Is there some reason you can't just go right, up, up, left, straight up to the exit? You know, it's possible, but the diagonal pathing worked for me, and I'm not taking any chances with those drat zappy rods. idhrendur posted:This is now further than I ever got in the game. I always got distracted sidequesting, and wasn't too good at the combat so would get stuck and frustrated. Oh, yes, I want to note that aside from a couple of notable speedbumps, the party has breezed through the combat relatively unscathed for now, but that's also because I've been making sure to have the money for all the trainers, been grabbing every available boost and gotten ahead of the gear curve early. Like 75% of Owyn's spellbook, including perennial favourite River Song, is from detours, too.
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# ? Oct 27, 2021 10:23 |
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The chapter title was clearly chosen as a clever alliteration that sounds good but says bugger all about the actual game.
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# ? Oct 27, 2021 15:22 |
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PurpleXVI posted:CANDLE GLOW quote:DRAGON'S BREATH quote:EYES OF ISHAP
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# ? Oct 27, 2021 18:04 |
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PurpleXVI posted:Still, the battle goes pretty easily
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# ? Oct 27, 2021 18:36 |
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It'll buff out!
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# ? Oct 27, 2021 19:22 |
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This is a weird section of the game. Its got 100% the best money making method for as long as you want to take doing it, just don't progress the main quest. Its also where if you've played before you have to start deciding if you're going to leave care packages for your party in upcoming chapters, especially important if you've already looted every single chest in the kingdom. I'm sure Purple's going to show off the former, the latter part is honestly a lot of backtracking and stuffing things in chests/selling them to shops to make them availible. I *knew* purple had wrong opinions on skin of the dragon. What he's not saying is that a 5pt cast makes the target immune to all damage for a really long time, it'll cover all but the longest fights. Start every fight casting it on Owyn then do whatever. Hell you could even send him into the center of the fight and let the enemy gang up on him, it functionally takes those enemies out of the equation since they're going to stand in place and not do damage, which is the same thing fetters of rime etc would do except its cheaper and can't miss. I tease about the wrong opinions, Purple's doing great, I'm just a SotD fangirl
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# ? Oct 27, 2021 19:51 |
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One would think that a spell called 'Dragon's Breath' would involve fire in some form, but what do I know? Purple, is there a comprehensive list of word chests for this game somewhere?
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# ? Oct 28, 2021 02:11 |
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# ? May 25, 2024 00:21 |
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sort of, you have to download the old help web, I'm sure there's other sites, but this is the good one https://vga256.com/krondor/krondor.html?_sm_nck=1
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# ? Oct 28, 2021 02:45 |