Alrighty, another quick update.
Oh and my bad Kingston, will stop hijacking your topic now.
You'll do no such thing. The more hijacking = the more posts = I get kool kodex points.
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Lady Spinepunch and Valkarin head to a nearby village. They stop at a campfire, and Valkarin explains just what the hell "attunement" is.
So, from what I gather, all weapons, armour and other items you find have attunements on them, and you will have to use those items for a certain period of time until that attunement is "unlocked". Then, at a campfire, you can change the attunement associated with that item. A strange blend of skills and equipment, that's for sure, and I don't really know yet how it fully plays out (or how good/crappy the system is).
- Lady Spinepunch: Why must we destroy the sword, master Valkarin?
Valkarin: It is a symbol of religion, child. Perhaps the greatest symbol ever wrought. Its destruction would mean a great deal to the Inquisition.
...
Valkarin: I will leave at daybreak. See what you can learn from the villagers of this region, and meet me in Kyallisar once you have something tangible to report.
I think its pretty cool that the folks presented don't want the sword for the power!, or for the safety of mankind or anything. Bollocks to all that, they just want it destroyed because people like it. Nothing more.
Alrighty ho. Lady Spine punch decides to rest at the campfire, and immediately we are presented with a list of "AVAIL
IBLE ATTUNEMENTS". We pick all the ones we have.
Woo! Now we can shoot lightning out of our Rod of Swiftness that we got from Valkarin earlier (the elemental test on the bridge). After wondering about a bit, Lady Spinepunch finds a graveyard. Surely the Dreamworld would have something in a graveyard?
TYRAEL! The ghost is a guardian of the village, which has been captured by Taymurian raiders. He asks our assistance in rescuing the villagers, who are being held in a camp at the forest edge. Knowing this was a ruse, I refused - No, actually, like Oblivion, I don't get a say in either way. I get the quest added to my quest log. But hey, this is a full-blown action rpg, its not trying to be anything else.
I meet some of these furry Tamyrian raiders in the village. Being so weak, I run around waiting for my lightning to recharge and then zap them with it.
They drop items like shields, swords, armor. I equip the best ones I can find and continue on on my journey. I reach the edge of the map and I'm thrown into a good old map screen.
Off to the forest!
I deal with the furries and find that the unfortunate villagers are being held in some primitive prisons.
I can't let them out until I've made sure the way is safe, so I go and kill whatever else is around.
Shit! Leg it! LEG IT!
Actually after running far enough, Lady Spinepunch pulls out her wand (no tranny jokes please) and starts spamming a puny particle that does a little damage, while sometimes the lightning actives and it does *a lot* of damage.
So far I've been a bit of a weiner in combat, so I can't really judge it much. "Hold down right mouse button and wait" is what its been like so far.
Piece of cake. The quest is complete, we get exp. Time to enter Dreamworld methinks.
In Dreamworld we find a "Hex Mark". These give you ten Advancement Points with which you get to increase stats. Gotta catch 'em all!
Till next time.