CappenVarra
phase-based phantasmist
for sticking with the old party
On the other hand, a much bigger concern would be me abandoning this LP due to boredom. Because seriously, fuck, the trash mob in this game is almost on DA:O level. I shudder at the thought of having to clear out Uberion AGAIN once monsters have respawned...
Uh... Thanks, I guess? But I really don't get why this information would be useful to us.
GNOLLS: Gnolls are the most skillful of the soldier types. They seem to be a result of breeding demons to goblins, with some orc and troll blood thrown in. From the demons, they inherit a dislike of daylight. From the orcs, they inherit a taste for the sword. From the breeding program, they inherit a hearty appetite for more breeding. I wish you much luck in your efforts to control the resulting underground overpopulation.
I wonder if it's tough?GARGANS: There have been reports of demons known as "gargans," who cast a spell called "mindblast." This spell ignores all obstacles and passes through any armor (like the magic in the swords of death knights). Magical shields are apparently still effective.
Fear is pretty great. You've already seen how useful it is on enemy spellcasters. Against strong foes, Fear usually shuts them down for 4 or 5 turns, which is more than enough to blast them into oblivion.The Manual said:The Book of Sabano
Sabano is the book of conflict. Like the other books, it contains six spells. Sabano's spells all deal with the fight against the Forces of Darkness. You should learn several of each of the spells recorded in Sabano.
Boring! These people know about the first three spell books; otherwise Rebnard wouldn't have let them in the door! And Sabano is Ziyx's book, for the gods' sake! I can't teach him anything-he taught me everything that I know. All right. Yes, it's important. I'll explain the spells. In detail, if you want. Well, I'll do Fear in detailnow, and explain the others as soon as I can spare the time.
FEAR instills a fear of combat into an opponent for a time. The length of time depends both on the skill of the magic-user casting the Fear spell and the Dark power of the opponent who is the target. The target will neither move nor attack for the duration of the Fear spell. Your companions may approach and attack your target without danger-from him. But Fear does not paralyze him. He can still dodge your attacks. An inexperienced magic-user will expend almost half his energy on a Fear spell. It will take him about three hours (36 "ticks") of rest time to learn another Fear.
Confuse is rarely useful, but when it is, it can be a live saver. Also marginally useful for avoiding tedious combats, but Teleport does that job much better.The Manual said:CONFUSE avoids conflict when traveling outdoors. When enemy patrols have located your party and are pursuing you, a Confuse spell will cause them to forget about you. They will resume their random wanderings. Of course, there is no guarantee that they will not randomly find you again right away.
Shatter is a powerful, but unreliable attack spell. It's extremely useful in the early game, but kind of becomes obsolute when you have gained access to Fireball.The Manual said:SHATTER is a deadly spell in the form of an ice ball which shatters upon contact, with dozens of small ice particles piercing the target. The damage varies greatly from attack to attack, but the average damage done depends on the caster's magic skill.
Critical spell. You've already seen me demonstrating its usefulness when we were exploring Dermagud.The Manual said:REPEL is the only way to resolve conflicts with the poisonous snakes that infest some dungeon corridors. Each Repel spell clears a path for one person to take one more step. You may need to cast several to clear a path for your entire part.
While the Locate spell is anything but necessary, it's still damn convenient. Particularly useful when used in conjunction with Teleport to avoid monsters.The Manual said:LOCATE can be used either to avoid conflict or to find it. When a Locate spell is cast, the party becomes aware of all the Forces of Darkness in the area. It can only be cast outdoors. Its duration depends on the skill of the caster.
I've used this spell offscreen and I have to say it's pretty much useless. If you want to know how many stamina and shield (pretty much the only two relevant attributes for a monster) does a monster have left, simply casting a Shatter on it will answer your question.The Manual said:ASSESS gives you knowledge of your opponents. If it is cast during combat, it will give you detailed knowledge of each of your enemies' strengths and weaknesses. If it is cast outdoors, it allows you to determine the general makeup of a faraway patrol or guardpost. The outdoor range depends on the skill of the caster.
Freeze is basically the same as Fear, except it makes the victim unable to dodge and also has a much shorter duration. Overall, not as useful as Fear, since we're mostly relying on spells to dish out damage.FREEZE changes the target's sense of time, paralyzing him so that he is unable to attack or defend. The duration of the spell depends on the magic skill of the caster and the strength of the target.
The effect is very useful, but you could use a sermin for the same effect. Its main use is to have a spellcaster cast it on another spellcaster, so as to restore the other spellcaster's energy without wasting an action to eat a sermin.The Manual said:The Book of Demaro
Demaro is the book 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.
A critical spell, much like Repel in the book of Sabano. Necessary in certain dungeons.The Manual said:PIERCE removes the energy fields that the Powers of Darkness use to block access to vital areas of their strongholds.
Never used this spell, although I probably should have. Maybe useful for protecting someone. Maybe not. I'm really not sure.The Manual said:DISAPPEAR protects the person on whom it is cast by making him invisible for a short time. The duration of the invisibility depends on the magic skill of the caster. An invisible person can attack an opponent with no chance of missing, but the attack immediately makes him visible again.
Critical spell. Also need to obtain certain treasure.The Manual said:WALKWATER congeals portions of underground 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 magic skill of the caster. Several walkwater spells may be needed to cross a large pond, so it is important to plan ahead.
Useful spell. It's usually better to just shut down any enemy spellcasters with Fear before they get to act, but sometimes that's simply not possible. Shields won't expire on themselves, so there's no reason why you wouldn't have everybody walk around with 99 shield, just in case.The Manual said:SHIELD erects a magical shield around the target. The shield protects against magical attacks only, not against physical attacks, poison or disease. The strength of the shield depends on the caster's magical skill. A second shield spell will increase the strength of the shield, up to a maximum of 99 magic points.
Useful when you've just gone through a tough fight and don't feel like reloading.The Manual said:RESURRECT is the most powerful spell in the Demaro book. It actually raises the dead. But it has its limits. The person to be resurrected must have been slain in combat with the Forces of Darkness, and cannot have been dead for very long. The resurrect spell should always be cast as soon as possible.
It's not as bad as you think, really. Especially since nowdays you can always tab away from DOSBox and add a few lines to your mcnote.txt. I find the endless trash mobs a hundred times more annoying.Man, keeping track of what each NPC is named, when and where can they be found, and what to ask them gets quite... bureaucratic in this game.
Zumagins' attack may ignore armor and shields, but nifts are apparently still effective. They also have terribad accuracy, making them even more of a joke.ZUMAGINS: We recently captured a marauding wolvinga, which I had the opportunity to interrogate. He told a story of a powerful demon called "Zumagin." This demon, according to the wolvinga, casts a ray of deadly light from its "diamond-like eyes." The wolvinga claimed that neither armor nor magical shields can resist this "death ray." All this information may, of course, be false.
Well, in summary, we need:In the event that the candle starts to melt, the following steps must be taken to prevent Dreax's escape. Three magic users must enter the hall and locate the three lighting stones. Each magic user must possess one of the following items: The white amulet of light; The green ring of order; The blue ring of power. The holder of each item must stand on the stone of its color: blue on blue, white on white, and green on green. The holder of the white amulet starts the process by chanting the "ritual of awareness". It is essential that the steps described herein be executed in the exact order specified. (Three of the following spells must be cast immediately after using magical dusts and ashes. Do not allow the dust to settle before chanting the magic words.)
Next, the wearer of the blue ring must throw crystal dust into the air and conjure a "Bubble of Captivity." The bubble will cage Dreax while the candle is being repaired. Once the bubble is formed, it is time to transfer Dreax from the flame of the candle into the bubble.
This is done by the green ring holder, who sprinkles elven dream dust in the air and chants the "three words of will" while the dust floats around the candle. Without the effect of the dream dust, Dreax cannot be contained within the bubble for more than a few seconds. Following the transfer, the green ring holder chants "Ude", "Samaid" and "Dehuble" to prepare the candle for repair. Immediately, the blue ring holder must fling a pinch of shir-aka ash into the air and change "Exiteralmisto", "Haxobez", "Behsaim" before it settles. At this point, if all was done properly, the candle will be whole again. There now remains one last step, the task of transferring Dreax back into the candle's flame. This operation is performed by amulet holder chanting: "Ekburamitral", "Hox" and, finally, "Begone".
Fireball is great. It's basically an upgraded version of Shatter, which was a pretty neat spell to begin with. But Shatter has a few annoying habits, such as doing 1 damage to an monster with 2 stamina left. (No, seriously, this has happened. Multiple times, in fact.) Overall, Fireball is just plain superior.The Manual said:The Book of Ishban
Ishban is the book of change.
Hokum! All spells make changes-otherwise, there wouldn't be any point in casting them, would there?
FIREBALL changes the very air to fire, and propels it toward your chosen opponent. Like Shatter, its strength depends on the caster's magic skill. Unlike Shatter, its power is always predictable.
Oh, what can I say about Teleport? Suffice to say, this is the spell that makes overland travelling tolerable. Was it not for this spell, I'd probably have gone insane four updates ago.The Manual said:TELEPORT changes the location of the caster and his companions. The teleport spell can only be used outdoors, and only where conditions are proper for it. Its range is limited by its caster's magic skill. The most powerful mages can save several hours of travel by teleporting, but Teleport is more often used to cross impossible terrain than to save time.
Your guys shouldn't get injured that often, and even when they do get injured, you're probably better off feeding them a potion. Still, it's not a bad idea to learn a few copies of this spell, if just for emergency.The Manual said:HEAL changes the stamina of its target to be as high as possible. It does not cure illness or poisoning. For that, you need magical plants, or a visit to one of the monks' sanctuaries.
I've never used this spell, but I probably should have. It's probably more efficient than whitting down that necroman's 50 shield with fireballs.The Manual said:WEAKEN changes the target opponent's armor to sand, and its magical shield to air. Later attacks on that opponent will then do far more damage.
This spell is pretty much useless. The monsters in that room die to a volley of Fireballs, and that's all I need to know.The Manual said:VISION changes doors to glass for a brief time. After casting a vision spell, the magic user can see the hostile occupants of the chamber his party is considering. (The wizard's code prohibits using the vision spell to invade the privacy of friendly folk.)
Compared to Fear, this spell has an additional effect (making the victim unable to dodge), but also has a much shorter duration. The former only matters if you're using physical attacks, which generally aren't that useful. I'd say this spell is inferior to Fear.The Manual said:FREEZE changes the target's sense of time, paralyzing him so that he is unable to attack or defend. The duration of the spell depends on the magic skill of the caster and the strength of the target.
Mongors are a bit special, as they can't cast spells but still have magical shields to protect them. Not that it helps much.MONGORS: Like fermigons, mongors are true monsters, showing the crudity of the sense of humor of the powers of Darkness. Mongors have the ultimate in bad breath, which they use as archers use arrows and cyclops use boulders. Sturdy armor will allow you to resist its corrosive effects somewhat.
Hibliss are the first type of monster to boast three-digits stamina, making them rather hard to kill. Their Fireballs do more damage than jerrahs'. They could probably cast other spells as well, but I'm not sure about that as they're usually incinerated before they could do a thing.HIBLISS: In the caves of Mount Mandarg, in the heart of Gurtex, in Hibliss work their evil magic. It is the Hibliss who created the mongors, the fermigons and the death knights. It is the Hibliss who trained the jerrahs. But, as far as I know, none of the Hibliss has ever left their home caverns.
Well, now you have! The most notable thing about gaems is not their magical prowess or their stupid name, but their long-ass attack animation which takes something like 20 seconds to play. Thankfully they'll be pretty squishy once Kodex has nuked their shields with Weaken.GAEMS: Gaems are major demons in Gurtex, the home of Darkness across the Eastern Sea. Their powers seem to be similar to those of gargans, but are probably greater in effect. I have not heard of any Gaems invading Deruvia. Yet.
In case you're wondering, yes, I asked Father Gostav about azraels when we first met him and no, he didn't offer any interesting information. Anyway, our tactics will be as usual: Kodex will nuke the monsters' shields, and the others will bombard them with spells.AZRAELS: The leaders of the forces of Darkness, while the archdemon Dreax remains imprisoned, call themselves "dark angels." I cannot give them that dignity, perverted though it is. I call them "azraels," after the first of their number. Father Gostav, I believe, will explain their history to you. My task is simply to tell you that the azraels exist, and the some of the are leading the invasion of Deruvia. Their powers are beyond my comprehension. I hope that, by the time you face the azraels, as I am sure you must, that your comprehension will be far beyond mine.
Wait, did I say "unfortunately"?