3: Combat basics and the first sanctuary
Okay, so we got attacked by a group of rats at the end of the last update, which is a good opportunity to introduce the way this game's combat system works.
"The passages are no longer safe. Many evil things have crawled into Eriosthe since it fell, and Uukrul has taken the most evil and warped them to his purpose. As you journey east the strength of your opponents and their cunning will increase. To survive you will have to grow in power and fight as a hundred men."
"Many evil things?" Rats are evil, true story. :twisted:
Alright, this is our first combat encounter. The game switches to a top-down view:
According to the manual, the
combat grid "is like a magnified section of the maze, with one square of maze divided into four squares on the grid." Realism strikes again. "The location of your characters and opponents is important, as
positional strategy is a crucial part of combat." Yup, positioning is indeed p. important in this game's combat -- you can block the enemy's way to fleeing, or surround him, or many other things like that.
The monsters you face have a
hit bar and a
name. "Each monster's name is shown along with its hit bar. The hit bar, like your characters' hit bars, indicates the amount of damage that the monsters have sustained relative to full health. When you encounter an adversary, its name will tell you what it looks like:
once it has attacked, you will know its true identity." For instance, a "Rat" may turn out to be a "Plague Rat", an "Armed Man" may turn out to be a "Bandit", etc. This makes a difference because some enemy subclasses are tougher than others, yet sometimes there's no way of telling who is who at first and who you should strike first. "Occasionally, you will surprise your enemy and have the initiative in combat; this will enable you to make the first move unopposed. Similarly, it is possible for your opponents to surprise you." This also makes sense. Overall, I like this game's approach to combat; it's fun, even if slow due to its more or less complicated nature.
Any turn in a combat encounter is divided into
two phases: a movement phase and a fighting phase.
Movement phase
"The movement phase allows you to move and position your characters, while fighting allows you to act against your enemies. In each phase your turns will be interspersed with those of your enemy, although the speed of your foes and some magical Spells will affect this ordering." Sounds good. "A character can move to any surrounding unoccupied square, including diagonally, unless the move cuts across a corner of the room." We can move diagonally, which is nice. Our characters move once per combat round, whereas some enemies can move more than once. Not fair. "The monsters move at differing speeds and will adopt different movement strategies when fighting you. Some will move more than once in a round, some will hardly move at all."
During the movement phase, we can also
flee from the encounter, but only if a character whose turn it is to move is standing near a door. Running away gives our foes one additional turn to strike us and generally deal damage to us. Hardcore. "Running allows the monsters to strike at you while you flee, but it is often the wisest course of action if a combat will be too difficult. If you get away, your party will regroup on the other side of the exit. Sometimes you will be able to use this to get past a powerful monster without having to fight it." We
will resort to fleeing, that much I can promise you.
This is the way we position our heroes in this particular fight during the first movement round:
Lord Rocket and Bee try to block the foe's access to Kalos and spekkio. They partly succeed, although I'd prefer to have Kalos and spekkio switch places (btw, you can't just switch places in this game), but oh well, it's merely rats we're fighting, after all.
Now comes the fighting phase.
Fighting phase
"The fighting phase allows each character to make an action against its opponents or to defend against attacks. Naturally, the monsters will also be doing their best. All characters may strike, parry, use an item, or examine their profile and inventory in a move. In addition, certain characters have special actions available."
It's Kalos's turn to act first, so let's see what combat options he has.
Kalos has no foes in the adjacent squares, so he isn't given the option to attack melee. Here are the options he has:
Parry attacks: "this parries, using your current weapon to deflect the blows being delivered by an opponent. Pressing the SPACE bar will also parry. You will continue to parry blows until your next fighting turn." This is basically like choosing to defend.
Invoke: "a Priest may invoke the gods through a Prayer."
Call elemental: "a Priest may attempt to call forth an Elemental spirit to fight with the party. Elementals range in power from AIR, EARTH, WATER to FIRE." We won't really be able to do that until Kalos's skill level is higher.
Use an item: "you can use any of your special usable items."
Turn undead: "a Priest may attempt to turn any undead that are present. If successful, this will make the undead flee from the party." It also damages the undead; the amount of damage depends on the Priest's skill level as well as the power of the cross he wears.
Let's begin by attempting to recite a prayer.
We choose
RALKOR, the most basic prayer to Ufthu, God of War; after all, Kalos has an iron ring to Ufthu.
Ufthu, God of War, Tongue of Iron, Qanak Dasoro, Priest of the Scarlet Assassins, Dragon Lord, Master of the Abyss, is the most powerful of the gods. Proud in his strength, unpredictable in his weakness. Ufthu is a wary god, careful in his dealings with mortals, but his greatest weakness is vanity. Take this warning, but know that Ufthu, Silent Huntsman, will heed the calls of one who serves him truly. These Prayers are yours.
The prayers to Ufthu are battle prayers, and RALKOR is no exception.
RALKOR Divine Arrow
Ufthu, O Bow of the Stars,
Hear this low voice,
Send down your bolt,
Against the one who stands against you.
Luckily, we don't have to manually input the entire prayer, just the name.
Which is what we do and...
Lol, epic fail. Kalos is a weakling for now. During the first time, only Bee and Rocket will be of real use. Things are bound to change later, though.
One of the rats gets to attack Lord Rocket:
And now it's Rocket's turn to act:
Rocket has the Strike command available. Per the manual, "you can strike if an opponent is directly beside you. You cannot strike (or be struck) diagonally... Striking uses the weapon you are currently wielding; if you are without a weapon, gauntlets or bare hands are used." We press "S" to strike a rat, but since there're 3 rats in the squares adjacent to Lord Rocket, the game wants us to indicate the direction for our attack -- "if there is more than one opponent within reach, you will be given a choice of which to attack":
We choose to strike the rat standing close to spekkio, to prevent him from taking damage. Lord Rocket swing his hyper weapon and hits the rat. We see the rat's health gradually depleting and finally get the following message:
This is our first slain enemy, folks.
Now it's spekkio's chance to prove himself:
His class-specific combat command is, of course,
Cast a spell. For some weird reason, I chose to cast STRAL:
STRAL is an iron (first-tier) spell in the Second Arkana, that of Frost.
1 STRAL The Frozen Hand
All beings within your sight will be immersed in a chilling frost. Their strength will be sapped, they will fight less effectively, and the shock may render them stunned and confused. This is one of the simplest Spells, and can be used frequently.
Well, the problem is that spekkio doesn't have the Frost ring yet.
I probably chose to cast STRAL to demonstrate you, my readers, that you cannot cast a Frost spell without the Frost ring.
Anyway, here's spekkio's failure:
After that, Bee hits at a rat, but misses. The same rat bites Lord Rocket for 5 hp. Another rat tries to attack Rocket, but he manages to block the attack:
Kalos tries to recite RALKOR again next turn. However, Ufthu is pissed at some lowly priest trying to invoke his aid -- and smites Kalos in return.
The god's wrath is represented by a blinking red cross, followed by a message and a loss of HP:
Kalos loses ca. 1/3 of his HP.
Bee, however, proves more useful. She kills a nearby rat. Here's the attack animation, by the way:
Bam, and the rat is gone. To rat's hell, no doubt.
It's spekkio's turn to act now, and this time we'll do our spell-casting properly. We've got the iron ring of Fire, and so are able to cast the AMRAS spell:
AMRAS is an iron spell in the Arkana of Fire, which is the First Arkana.
2 AMRAS The Snake of Fire
A bolt of flame shall grow from your staff and strike one foe. This and all snake Spells have speed and range, for they can reach any who would stand against you, but they must follow a straight path: they cannot travel through rock. Though this snake is but iron, it can burn a deep wound.
(The number prefix before the spell is its phychic point cost, by the way.)
We choose an unfortunate rat as spekkio's target.
Bam, and the rat is slain. Now it's killing time for Lord Rocket. Just one rat left:
He kills the vile beast in one swing. We emerge victorious from our first combat encounter!
We also gain some experience:
The greater a character's contribution to the victory, the more experience he or she gets. spekkio and especially Kalos are relatively worthless for now, so they get the least experience. Oh, by the way. Experience is gained not only in combat, but also by doing such basic things as finding and opening secret doors, reading inscriptions, and picking up items, i.e., via exploration as well as via combat.
Combat encounters also tend to land us some money for loot:
Not exactly much, but still nice, yay.
Having slain the rat pack, we finally access the room to the southwest of the grate we opened in the previous update:
There's a key on the ground here.
Lord Rocket, being our keymaster, picks it up. So far, so good.
Now that we've got a new key, it's time to revisit the grate to the south that was previously locked:
We order Rockety to try the key:
The grate isn't locked anymore! Behind it is a book lying on the floor:
Lord Rocket picks it up. He's our hoarder.
It might be, or it might not. For now, it is a mystery. Anyway, spekkio's our local scholar, so we give the book to him.
Going back to the main room with the pillar and then heading to and down the northwest corridor, we can reach a teleporter:
Once again, it's spekkio who enlightens us. The Ancients' technology was indeed pretty advanced.
Anyways. We approach the teleporter:
Press me! says the "X" button. Which is what we do.
Oooh, something awesome happens.
We're, uhm, teleported to some place with another teleporter; it looks the same but has a "Y" button on it instead of "X" -- lest we should get the two teleporters confused. We turn around and enter a new area:
A decayed storeroom, then.
We find some kind of ointment in here:
Lord Rocket picks it up.
Disturbed by the commotion we make, the local rats attack us!
Oh well, it's another rat fight.
It's six rats this time. Meh, piece of cake.
This is the position we take after the first movement phase:
Bee and Lord Rocket should have most of the rats, uhm, covered. If you know what I mean.
Rocket one-hit kills the rat next to him, spekkio casts AMRAS again (his psychic points regenerated back to 9 as we explored the area) killing another one:
See the blood splash? This game is no less grimdark and mature than Dragon Age! Kalos, having merely 4 virtue points -- which for some reason regenerate MUCH slower than spekkio's psychic points -- attempt to invoke RALKOR, but Ufthu doesn't care enough to answer.
During the next turn, we try out Bee's (that is, my) special paladin ability,
Lay hands:
"Your Paladin's goodness allows him to lay hands on another. A Paladin can only lay hands during combat, as it requires a trance-like state brought on by the presence of an evil enemy. If the Paladin lays hands on another character, that character will be healed. If the Paladin lays hands on an opponent, the opponent will be wounded. Laying hands will always drain some hit points from the Paladin. The strength of the effect depends on the skill of the Paladin."
This time we've used our Lay hands ability for healing, but we'll use it to deplete a foe's HP as well at some point, I promise.
Next turn Kalos desperately attempts to summon Ufthu to his aid again, but the latter, alas, remain silent. spekkio, laughing at Kalos's futile attempts, casts AMRAS to slay yet another evil rat. Kalos
again tries to say a prayer to Ufthu, but his remaining virtue points aren't sufficient for that:
:/
A rat attacks Lord Rocket for 3 hp, and then another one, for 4 hp. Rocket kills one of them in retribution, and then spekkio calls it a day with another AMRAS spell.
Wow, Rocket sure gets a lot of exp.
We obtain 38 gold and ... a bone for loot:
I decide to leave the bone be. I guess I just dislike bones and other scary stuff like that.
Here's an map of this small area:
(The teleporter is to the south.)
Not being able to find anything else in this room, our party makes it back to the teleporter and presses the "Y" button:
Kewl.
Let's have a look at our character profiles to see just how many experience points we've acquired in our exploration so far:
Lord Rocket has 188 xp.
Bee has 120 xp.
Kalos, 124 xp.
And finally, spekkio has 167 exp.
It looks like Bee's the least experienced one.
Another not yet explored room is to the northeast of the main hall:
Well, a sword could always come in handy, I guess. We make Lord Rocket pick it up:
It has a "?" in front of it, meaning we don't know what kind of short sword it is exactly. We'll find a means of identifying items later; no way for us to do it now, though.
Let's also take a look at the ointment we picked up earlier:
This being the starting area, I figured we might as well try using that ointment. I mean, no harmful thing can be found in a starting area, amirite?
From the exploration menu, we choose "Use an item", and then "Ointment":
Uhm, so what do we choose?
Let's try swallowing it first! (Yeah, yeah, I
know an ointment isn't generally supposed to be swallowed, but I like experimenting on my party!) Luckily, nothing happens:
Then we try applying it to Lord Rocket's skin:
His HP is restored a bit. Good.
Still, despite the good outcome, I swear this was the last time I used an unknown substance on a member of my awesum party. Word.
Turning around the corner, we come across a pit of some sort:
We approach it and choose the "Look down" option:
Hmm, "very easily", you say? Let's try climbing down, then!
Phew, I got scared there for a moment.
We turn around and...
Ugh. I hate foul slime.
A couple of steps later, we're attack by rats. Again.
Oh-kay. You aren't really much of a trouble, are you, little buddies?
This time spekkio's AMRAS spell fails to kill a rat, however:
It still has some HP left, as you can see on the above screenshot. Bee is more successful than spekkio -- she slays another rat. Then Lord Rocket finishes yet another beastie off:
A rat attacks Rocket for 3 hp, and then Kalos for 5 hp:
Next turn Bee and Rocket bring this fight to a glorious victory, however.
We discard the bone, of course.
Finding nothing of further interest in this abandoned well, we get back to the pit:
We climb up safely.
Now we've explored almost all of the starting area:
After having mapped the remaining squares, we can finally enter the sanctuary -- which is a door to the east with a special symbol on it:
We enter it -- and are confronted by this game's shitty copy protection system:
To "activate" a sanctuary, we need to match the presented symbols with the corresponding letters on the "soul amulet" -- which looks like this:
Ugh, I hate this shit.
Still, I finally manage to input the correct word:
And the sanctuary is activated. Once a sanctuary is activated -- that is, the first time we enter a sanctuary -- our party's HP is fully restored:
Eriosthe is so large that the Ancients created special rooms to rest in, called Sanctuaries. These are safe havens which evil's power cannot penetrate. Because you possess the Soul Amulets, your party is also able to use these Sanctuaries. Each Sanctuary is indicated by a special symbol on its door.
"When you enter a Sanctuary for the first time, all the wounds and ills of the party are healed. If you return to a Sanctuary, you may Rest to recuperate and recover strength. This heals a party's wounds, but uses up time and food."
Pressing ESC, we access the save and backup menu:
There's also a cache here in which up to 7 items can be stored. It's empty now:
Examining our party, we see that we've got 217 gold:
As well as 349 units of food left.
The brass and ornate keys are already used, so we deposit them here:
("A character may Drop an item. Items dropped in the maze are gone forever; but you can store items by dropping them in a Sanctuary, where they are kept in a cache. Items dropped in a Sanctuary remain there safely until you retrieve them from the cache.")
By pressing "S" from the sanctuary main menu, we can see just how many experience points our characters need to progress to next level:
"If a character has gained enough experience to make a new skill level, he will be awarded this upon entry to any Sanctuary. To see how far your characters have to go to make the next level, choose the Skill levels option."
Pressing "L" to leave the URTAS sanctuary, we're presented with three options:
The western exist is the one we entered the sanctuary from. The eastern one leads deeper into the Eriosthe dungeon. We can also access the URTAS teleporter from here:
We haven't yet encountered any of the other named teleporters, so we can only teleport from here to here now.
Back in the sanctuary...
...we're ready to brave the eastern exit!
So far there hasn't been anything too challenging, but things will start getting tougher eventually. Foes will get stronger, our spells and prayers, more varied, status effects, nastier, dungeons, more confusing.
And then, it'll turn to pure hell. :twisted: So stay tuned!