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Completed Let's become the Destroyer in Might and Magic VIII

Pope Amole II

Nerd Commando Game Studios
Developer
Joined
Mar 1, 2012
Messages
2,052
Part IX



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We begin this update with routine extermination of ravenshore.

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BTW, here's the beauty of alchemy skill 30 - we make a restore 300 mp potion from relatively low grade reagents. 10 shrapmetals is at the very least five foes brought down. We're less interested in healing potions as we have souldrinker for that.

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Hey, cyclops, put your hands up in the air! And everything else, I guess.

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Next it's alwar. Once again we prey upon dark dwarven warriors...

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And once again we find a ring of elements in their hold. Yeah, it's quite possible to gather 6 of them and in a relatively short period of time - 3 years will do, and all the training you have to do will take 4 years at least. As a lich, we can afford to be lax, but it is recommended for other characters to grind at least 4 of them.

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Earth plane. We're greeted by a living boulder, but they're more like annoying trashmobs - they just threaten to break your items and that's it.

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The real deal here are the earth elementals.

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As usual, relatively real - narrow corridors allow us to pick them one by one (or in small groups - dragon breath loves numbers).

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There are also full melee chargers here, but shrapmetal quite literally bursts them into dust.

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We go and destroy. That's what we've become - the destroyer.

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Exploiting choke point, we clear another room of elementals...

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But before entering it, we scout the rest of areas for fugitives. They're dealt accordingly.

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Then we enter that large room and get down via elevator. Large amount of foes runs down the stairs to get us, but stares concentrate them greatly for a good dragon breath.

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Up the stairs, we dive into close distance shootout, where we predictably emerge victorious.

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Last guardians get blasted away...

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And the earth gem is ours.

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Never gets old.

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Oh, we master fire magic - could've used master torchlight in those dark earth plane tunnels, but whatever.

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On another 24 june, we travel to murmurwoods out of curiosity, and what do we find? Yeah, another pony king, who quickly suffers the fate of his predecessor.

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He has another key that helps us open the vault once again. And all of the loot is back there.

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Last time, Iforgot to show you this axe. Well, it's axe for a minotaur only so it's shit, that's all you need to know about it.

This vault of time respawning thing is great for vampires & vampire parties, I must admit - nothing is better for them than dual-wielding foulfangs.

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We also have found a divine intervention scroll in our travels - that's a decent tool for our final assault.

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So pony king wouldn't get lonely while burning in hell, we send the rest of his mates to accompany him.

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And some nagas to celebrate the diversity, you know.

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And some ogres - no one can accuse us in having prejudices.

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All those point go into meditation - we've got nothing else to improve at this point, and extra mana is always welcome.

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20 levels to go.

Actually, I could've gained them easily - animate undead spell does wonder for that. You go to garrote gorge, for example, you cast it on a dragon hunter's pet you've killed during cleansing, you kill it again, you gain 18k experience for that - meaning that it's up to 10 dragons to gain a level. Because yes, you can reanimate them and kill them again ad infinitum, the only limitation here is mana and we've got enough money to afford almost endless temple restorations.

Another thing I'm not using here (I've just forgot about it at that point) is pain reflection. We have 645 hps now - every time they'll take at least a half of it, they'll take 300 hp to do that. 300 hp is one toxic cloud at this point - considering how hard are we hit and how often we're forced to heal, you can expect to get from 2 to 3 thousands of damage per dungeon. That's decent enough so I should've totally used it, I just forgot, dangit.

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Air Plane. Air Plane?



Airplane!

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Our task is not quarter as fun, however.

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Fly between the survivors, finish them ASAP.

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Safe & somewhat boring.

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Air castle. We come in somewhat low on mana, but that's because we're thrill seeking. We'll try to finish it in one go.

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Amount of bodies here doesn't give us good prospectives, but mind you, we haven't restricted ourselves from quaffing potions and those do restore a lot.

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Enemies get kinda copy-pasted at this point, so combat features little variance - just rush & shrapmetal or, if their number is reasonably big, dragon breath from afar.

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If in danger, souldrink.

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Last heartstone is mine.

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After wiping the castle entirely, we're left with 82 whopping mana - could've taken one more guy, heh.

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We get the key, and soon we'll have a little talk with that so-called destroyer.

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Before that, let's keep up our reputation in regna...

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And ravage roaming.

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And, in murmurwoods, let's do the dungeon we've somehow skipped - a druid circle caverns.

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Well, it's like a milder version of elemental plane - same boulders, same chargers, but smaller in scope and dark dwarves instead of elementals.

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Easy.

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8 levels to go.


Final part incoming tomorrow.
 

TOME

Cuckmaster General
Joined
May 25, 2012
Messages
1,820
So do the bonuses from items stack? I got the impression that they do but in my own game only the highest bonus counts. And regeneration rings only give 10 points per hour, even if you are wearing more than one.
 

Pope Amole II

Nerd Commando Game Studios
Developer
Joined
Mar 1, 2012
Messages
2,052
So do the bonuses from items stack? I got the impression that they do but in my own game only the highest bonus counts. And regeneration rings only give 10 points per hour, even if you are wearing more than one.

Only when it's common magical item + artifact item bonus, then they do stack, skill bonuses between different common don't.

And yeah, checked this thing myself - they don't. What a bogus, means there's even less useful items in the game.
 

Pope Amole II

Nerd Commando Game Studios
Developer
Joined
Mar 1, 2012
Messages
2,052
Part X



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To prepare for the ultimate challenge, we brew a magnificent potion out of fines components. That's +381 speed for a couple of days.

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We'll need it later, however. First let's deal with these crystal guardians.

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We've already demolished whole arenas of them (but how did they got them? apparently, the so-called Destroyer is corrupt and sells some of his government-provided and tax-paid troops on the side, one more reason dethrone the bastard), and corridors give us huge advantage, forcing enemies into tight, easily dragon breath-able formations.

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The only danger is that sentries can insta-gib us through paralyzation. The chance is slight, but it's there.

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We're lucky, though.

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The crystal is pretty small (well, by the standards of this game it's medium, but standards for dungeon size in this game are shitty, as you've seen), but it's quite packed with these monsters.

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That, in turn, brings challenge to even our considerable (unimaginably so) mana pool.

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We risk running dry...

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But, in the end, we somehow manage to avoid that.

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Soling insultingly stupid "puzzle"...

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We open the gate into plane between planes.

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Making another thermo-optical camo insertion, we set up the beacon and port out for some R&R.

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Recharging our powers, we set keen on unleashing devastation this world has not yet seen. First casting our usual armageddons...

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We reach for our two prepared scrolls to sow more destruction...

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And promptly fail. Damn. So even the scroll ones count towards daily allotment.

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Since unprecedented carnage kinda got cancelled, I guess we'll have to use trivial means to end these buggers.

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Thankfully, most of them lack ranged attack so, as we can attack from the height, they're like lambs for the slaughter.

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Only these champion guys can shoot, but we're still able to evade their shots via maneuvring.

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Landscape here is surely interesting, though.

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Getting rid of the last critter...

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We shift our focus to the huge helmet in the center of map.

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Then mana deprivation played a strange joke with us - throwing a casual glance on the giant sword here caused us to experience weirdest hallucination.

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In it, we've visited a tomb of some guy in ravenshore, somehow getting a flute out of solid rock coffin...

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Playing that flute (without lungs!), we've entered the sword somehow...

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And inside it turned out to be a strange, angular building with many empty rooms. It was full of strangely-named crossbowwomen...

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And pirates. Some weird shit, really. We should get more rest, but that'll come soon.

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Before that, let's surpass the realm of imaginable mastery.

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Putting our final skill points into meditation...

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We hit the level cap. Enough hp to take 20 or so attacks, enough mana to cast 84 shrapmetals, 50 dragon breaths or 42 souldrinkers.

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Getting a day of the god buff and quaffing the potion...

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We enter the giant helmet.

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Inside, we find same monsters as we've fought on the plane.

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Only unharmed by armageddons, of course.

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That doesn't stop us from beating the living souls our of them (quite literally).

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This place also features lots of closed doors with levers to open them. Obviously, levers are situated as far from those doors as possible, so we have to practice our running.

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Dead legs don't tire to run, dead hands don't tire to kill.

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More buttons of awesome pushed...

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More beasts of true grindy burden slaughtered.

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Push some more...

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Kill some more...

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And we face the "Destroyer". Bastard doesn't want to fight us, however - what the hell?

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Since he won't accept direct challenge, we have to use covert actions. We play his game and solve his riddles, getting 4 keys in return.

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Porting back to the plane between planes, we fly to one of elemental prisons, deciding to start from water (yeah, it holds fire lord, but that's why it is water).

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It has a simple layout - small quarters with horde of guardians.

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So much that we're nearly brought down.

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Still, we've got souldrinker and those curved walls make it real easy to hide from incoming fire, so we recover quickly.

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Then kick some more ass.

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Oh, logically, there are also water elementals here, but after a pack of crystal dragons they don't seem like much.

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Hey, dude, you don't have a brother called Ignus by some chance, do you?..

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Water prison.

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This one is actually interesting, sorta - there's a lava instead of the floor here, so we're taking constant damage. With our low HP pool, that can't be good.

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That wouldn't have been good, but we climb one of the walls (which, thankfully, aren't flat here) and fight from there.

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That way, we can engage in combat and move without sustaining any additional damage.

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Once you deal with this conundrum, monsters here stop being a threat - there's less of them than in water prison and they're actually weaker.

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The Destroyer is a fitting monicker for me, bitch.

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Stoner prison.

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This place is less of a dungeon and more of a jumping puzzle.

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Due to the bug/design flaw, almost all of local monsters fall down to the unreachable bottom of this prison, so we don't face much challenge here.

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Just a couple of air elementals...

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And lots of annoying jumps.

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Dude, from your looks and your name, I don't think you know enough math to deliver anything in multitudes - I'm not sure you can count to three.

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Air prison.

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No gimmicks here. Just a primitive cavern...

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With some easily blastable monsters inside.

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Sure, running out of mana makes us pop that divine intervention scroll...

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But that's all they can accomplish.

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There are two false ways here...

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Leading to already useless treasure chests.

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And one right way, leading to prison itself.

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Making our last kill in this game...

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We release some airheaded guy. Then we port out of herel.

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The four dudes we've freed gang up on the crystal and destroy it along with, erm, fake destroyer.

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And Darkness and Decay and the True Destroyer held illimitable dominion over all.

Anticlimactic (as in all later M&Ms, unfortunately), but happy end.
 

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