the dumbing down of party split system kinda pissed me off.
Yeah, that pissed me off in MC2 too. That, and finding the NPCs in the huge starting city.
the dumbing down of party split system kinda pissed me off.
When preparations are complete, start the confrontation with "Talk" or "Begin."
"Talk" has two sub-options. You can "Rally" your friends or "Greet" the opposition.
"Rally" is directed to your own side. If successful, it increases the enthusiasm (bravery and agility) of the other party members. On the other hand, if your rallying effort is not successful, the enemy may sneak up on you and gain the advantage of moving first. Leadership skill influences the probability of rallying successfully.
"Greet" is directed to the leader of your opposition. He may respond in many different ways. His characteristics as well as the general strength of your party play a role in his attitude towards you. If the monsters do not care to chat, they will attack immediately, gaining the advantage of moving first.
Our chieftain, Rakan, lives in the big house in the southeastern corner of town, seek him for advice.
The Tamar are pompous and arrogant! Take caution when dealing with them!
Go to gemcutting school. Your ability to craft beautiful gems will be greatly increased.
In the wilderness, seek the Sacred Groves. They offer a safe refuge from the beasts of the wild.
The west holds great peril for the unready warrior.
Our land of Dormani is certainly beautiful. Except for the occasional tribal raid, our land is one of the least volatile in Tarq.
Beyond Tulara, our sister city to the west, the lands become very dangerous! Sinister creatures inhabit those lands. Take great caution travelling there!
We must be vigilant! The Tamar tribesmen have been raiding our villages more and more frequently.
Be sure to have a sturdy rope before you enter the mountains.
Raan sells the finest weapons in Dormani.
RESURRECT is the most powerful spell in the Chalta book. It actually raises the dead. But it has its limits. The person to be resurrected must have been slain in honorable combat, and can not have been dead for very long. The Resurrect spell must be cast as soon as possible.
Beware the Taldor's pets, the Pennari. Their howl made my husband run from battle!
The Taldor are allied with Dimelves and the Tlatol.
Some Taldor can cast magic.
The lands to the west and the lands of clan Morin, to the south, should be entered with great caution.
The only thing that keeps the Taldor in Kalased is their tower northeast of here.
Someday the plains of Kalased will be free of the Taldor scourge!
Were it not for our skirmishes with the Morin clan, we could concentrate on clearing the land of foul beasts!
Bonus Content: Map of Tarq
Here's a scan of the map of Tarq. It's blurry as hell (you could barely make out the text) but it's the only one I managed to find.
snip
Thanks, this is much better.Bonus Content: Map of Tarq
Here's a scan of the map of Tarq. It's blurry as hell (you could barely make out the text) but it's the only one I managed to find.
snip
Let me give you a better one, then:
http://www61.zippyshare.com/v/WCX8r4TZ/file.html
SHIELD erects a magical shield around the target. The shield protects against magical attacks only, not against physical attacks, poison or illness. The strength of the shield depends on the caster's skill. Several shield spells can be cast upon the same target, until the shield value of the target reaches its maximum.
We weren't able to detect anything with the spell, though, and in the end we never did get ambushed by anything on this level.SENSE detects ambushes before they happen. The caster will become aware of the general direction of the nearest ambush waiting within the spell's range. (The range depends on the caster's magic skill.) If you decide to proceed into the area of the sensed ambush, the enemies will lose their advantage of surprise.
The Manual said:Gimlai's spells are of great aid to the party; both when in combat or anticipating it.
ACIDBALL hurls a ball of fuming acid at its target. The damage done depends as much on the resistance of the target as on the skill of the caster.
IMBECILE causes its target, which should be a spell-caster, to temporarily lose all spellcasting ability. The number of rounds the spell remains in effect depends on both the magic ability of the caster and the resistance of the target.
COURAGE is the counterspell to Fear, and can also be cast on a fleeing comrade to enhearten him or her to rejoin the fray.
SENSE detects ambushes before they happen. The caster will become aware of the general direction of the nearest ambush waiting within the spell's range. (The range depends on the caster's magic skill.) If you decide to proceed into the area of the sensed ambush, the enemies will lose their advantage of surprise.
RESTSOUL is an essential weapon against the undead (ghosts, thamalques and such). When an undead falls in combat, it is no deader than it was when the battle started. Cast Restsoul on a fallen undead foe to keep it from reanimating and rejoining the fight. Restsoul is useful not just in combat, but in any encounter with souls of the deceased trapped on this mortal plane .
LIGHTNING sends an electrical ball from the caster to the target, damaging all, including other party members, in its path.
It is said that the Dimelves are excellent archers. Some even say they are mystical.
I wish someone would settle the clan feud between the Morin and the Tamar so the men could spend more time at home!
My husband once went to the library for information on 'teleportals'.
how constructiveLook, see, its my new Bucky decoder ring!
Daddy says to stay away from strangers but I think you're funny lookin'!
Bucky! Bucky! he's the best! Kills more monsters than the rest!
Evil creatures lurk in the swamps to the west. Steer clear of them.
The Taldor often have Pennari, Dimelves and Tlatol in their company.
:takenotes:--The north central part of Tarq comprises two regions: the great snowfields of Toren and the region of high mountains and swift streams known as Amqal. To reach Toren by teleportal, use an Aster tile, a Henta tile and a Dunha tile.
The combination of two Berat tiles, then a Dunha tile will swiftly transport you to Amqal.
How funny... I thought this weakness belonged to the dwarves.When Rohrkhad created the Dwarves, his misshapen brother, the foul god Palelil, in his jealousy and hatred, created the loathesome race of Taldor.
The Taldor had no thoughts of their own, only the repulsive thoughts of their maker. When Rohrkhad saw what his brother had done, his rage was like fire from the heavens, but the deed was done and could not be undone.
However, that his children, the Dwarves, not be mercilessly slaughtered by the new, hideous creations, he overpowered Palelil and forced a weakness upon the Taldor.
When Palelil was at his mercy, Rohrkhad decreed that the Taldor shall have a weakness for alcohol and that their tongues shall loosen greatly when drunk, revealing all manner of secrets, should the Dwarves be crafty enough to wrest them out of the drunken miscreants.
Well, that's... helpful? We now know that the death mask was buried with Dahlkhad, but we still don't know where his resting ground is.As has been told elsewhere, Rohrkhad created the dwarves from stone. The first dwarf he called Dahlkhad, or son of the gods, and he was radiantly proud of his creation.
But Dahlkhad was mortal and although long-lived, his end finally came. So great was the grief of Rohrkhad at his son's passing that he cried great tears of alabaster that fell all about Tarq and ran into the ocean, creating beautiful beds of pearls. The craftsman Amarant succored some of the alabaster tears and created of them an exquisite and elaborate death mask.
The mask he named Throshikhad, or 'Death Face of the God'. At this offering, Rohrkhad's grief was assuaged and he took the mask, placing it upon the visage of Dahlkhad and laying his to rest deep within the earth.
The Manual said:Chalta is the totem of protection. Its spells are used to prevent harm, to remove obstacles, and to repair damage.
ENERGY restores the target's energy to its maximum possible. The maximum is lower when the target is ill or poisoned.
SEE is the counterspell to Disappear. When See is cast on an area, all invisible opponents within the area become visible once more. The size of the area affected depends on the caster's magic skill.
DISAPPEAR is the spell of invisibility. The target becomes invisible for a length of time determined by the caster's magic skill. While invisible, the target is protected from the attacks of enemies who rely on sight to find their targets. An invisible person can attack an opponent with no chance of missing, but an attack at close quarters immediately makes the person visible again. Magic and missile attacks do not terminate invisibility.
WALKWATER congeals portions of pools and streams, allowing the caster and his party to walk on them. It is not effective on deeper and swifter bodies of water, such as oceans, lakes, and rivers. The distance that can be covered during each walkwater spell depends on the skill of the caster. Several walkwater spells may be needed to cross a large pond, so it is important to plan ahead.
SHIELD erects a magical shield around the target. The shield protects against magical attacks only, not against physical attacks, poison or illness. The strength of the shield depends on the caster's skill. Several shield spells can be cast upon the same target, until the shield value of the target reaches its maximum .
RESURRECT is the most powerful spell in the Chalta book. It actually raises the dead. But it has its limits. The person to be resurrected must have been slain in honorable combat, and can not have been dead for very long. The Resurrect spell must be cast as soon as possible.