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Let's Play: Nox!

Hellraiser

Arcane
Joined
Apr 22, 2007
Messages
11,353
Location
Danzig, Potato-Hitman Commonwealth
Reaching another, larger building, dr Tokaj engages another archer in a firefight. Shooting stationary targets is actually fairly difficult in Nox, as the arrows are not 'hitscan', and the enemies have an in-built script that makes them sidestep when shot at

Thus making Nox much more awesome and complex than Diablo 2, I don't remember it having such feature.

Arrows were definitely projectiles that could miss in D2 but monsters had the tactical skill of Todd Howard so they kind of charged at you right into arrows.
 
Joined
Jan 7, 2012
Messages
14,272
Reaching another, larger building, dr Tokaj engages another archer in a firefight. Shooting stationary targets is actually fairly difficult in Nox, as the arrows are not 'hitscan', and the enemies have an in-built script that makes them sidestep when shot at

Thus making Nox much more awesome and complex than Diablo 2, I don't remember it having such feature.

Arrows were definitely projectiles that could miss in D2 but monsters had the tactical skill of Todd Howard so they kind of charged at you right into arrows.

Plus D2 had auto aim and you could shoot 30 arrows at once (or homing/AoE arrows).

Those fucking (imps? I think) in Nox are nearly hitscan and shoot like a fully automatic crossbow though. Damn annoying to fight, especially when they ambush you through the omnipresent slits in walls.
 

Darth Roxor

Royal Dongsmith
Staff Member
Joined
May 29, 2008
Messages
1,878,492
Location
Djibouti
Should probably consider updating this more often

Chapter three - Deep Rock Tunneling

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Albert Tokaj enters the mana mines, and hears the dreadful cries of the lost and the damned.

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Finding some mana crystals, he summons rabid pixies to protect himself.

That's a cool thing about them mines. There are so many mana crystals around, you can spam spells like there's no tomorrow.

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Albert meets the first enemy forces! Including a giant cave spider that leaves him POISONED!!

Poison is usually not much of a big deal, and you can just sit through it instead of using antidotes.

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A door with explobarrels. But first, the observant observer will note

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A cracked wall with a secret area

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In an alcove to the south Tokaj finds a spellbook

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Moonglow is pretty much a flashlight spell, that makes your mouse pointer provide light wherever it goes. Pretty useful for navigating some of the more tricky and trapped dungeons we'll see later on.

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Ah, Albert finds the first miner, who, interestingly enough, did not mutate due to the Confinement Syndrome.

We'll need to find 5 trapped jedi masters miners, who, interestingly enough, all have one-use keys to their hideouts.

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Albert takes a first random door to the right. Finds a wolf beast scroll. Should come in handy

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That's... an interesting way to keep a mine, I guess?

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Still, doctor Tokaj makes the wolf share its childhood problems. The hounds make for really good early game pets, since they are decently fast (so they don't fall behind), and pack good hp/damage.

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Albert moves on and finds a horrible imp!

They have the same hp as bats and a simple ranged attack. Pretty useless unless you meet like 5 at once.

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We find a mushroom. They can cure poison, but make your character confused for a few seconds, leaving him stumbling about in directions you don't want to go.

warning: excessive mushroom use might cause visions of spectres and saboteurs

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Later on we find a troll

When standing, they aren't much of a big deal. Only 20 hp, and their kicks do moderate damage

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but when they die, they troll you with noxious farts. Standing in the cloud does damage and poisons

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trolls trolling trolls

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can never have enough chests with glod

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Time to escort Jedi Master Naldo to the lobby.

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Rescuing the miners causes new monsters to spawn along the way back

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But it can't stop the venerable doctor Tokaj

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Let's penetrate another corridor

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Many trolls

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Jedi Master Wolverine is on his way to freedom

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secret place spotted

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And we get a whopping 25 xp for spotting it. What, you mean it was obvious with all the explobarrels? :(

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But still, combined with the spidersquishing, Albert advances to a prestigious new level

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And is now a novice conjurer!

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He finds and charms a new wolf (YIFF YIFF YIFF). Having two meatshields is p cool

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Then we run into three imps which almost pose a threat

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And there we have Jedi Master Claude

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HOW DID THEY GET ALL THOSE KEYS :(

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Down the elevator, wolves are a-howlin'. Unfortunately, our charm pop cap is full, and we can't persuade a third furfag to join our army :(

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Uh-oh. Further down this tunnel is a giant scorpion.

Early in the game, those fuckers are serious. They have a lot of hp, hit like trucks, and their poison is actually somewhat serious.

We need to employ care when...

albert.jpg
This scorpion is obviously mutated. TASTE MY FIRE AXE, BEAST

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ALBERT NOOOOOOOO

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Well, that was easy

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Next time, we let the wolf meatshields take the hits, while we manoeuvre around shitting out pixies. The scorpions are slooooow, so this can be used to our advantage.

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In a nearby chest, we find a lesser heal spellbook. Finding more spellbooks of the same type increases the potency of spells

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Some more imps and chests

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and even more imps

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A room filled with explobarrels. The game is definitely not trying to tell us something

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So we just destroy them all!

albert.jpg
Burn, baby, burn. R00fles!

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HOLY SHI-

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Aaaaand the incredibly dumb pet AI made the wolves suicide in the flames.

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Fortunately, the scorpions are just as eager to suicide as the wolves were. Unfortunately, we don't get the XP for that, and scorpions give lots :(

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The last two jedi masters

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albert.jpg
BOW TO ME FAITHFULLY

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BOW TO ME SPLENDIDLY

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Perhaps this needs a bit of background info. As with most Westwood games, 'Nox lore in a nutshell' is presented during installation.

A few decades before the game takes place, there was a fuckhueg world war between the necromancers of the north, and the righteous noxians of the south. The Southerners tipped the scales when a warrior named Jandor obtained something called the Staff of Oblivion (who would want that), that could massacre entire armies by trapping the negrodancer souls inside. After a decisive battle at the Field of Valour, the negrodancers were wiped out to the last man. Except for a baby girl named Hecubah. Jandor was too much of a Lawful Good pussy to Do What Must Be Done, and let the child live and be raised among the ogres.

The staff was too powerful to just have it lying around, so it was disassembled, and its parts were given to all major factions - the warriors took the halberd component, wizards got the 'heart of nox' and conjurers received the 'weirdling beast'. The fourth component was the orb, which the grand wizard Horvath sent into a different dimension. It's the same orb that's being snatched by the bitch queen in the intro.

nox0246.jpg


It's usually not worth the bother to buy stuff from merchants in the first few chapters of Nox. The prices are shit, the items unspectacular, and you can mostly find them in dungeons.


Thus, Albert Tokaj boards the airship, and will investigate whether whole nations have been enslaved by necromancy in the Field of Valour!
 

Darth Roxor

Royal Dongsmith
Staff Member
Joined
May 29, 2008
Messages
1,878,492
Location
Djibouti
Those fucking (imps? I think) in Nox are nearly hitscan and shoot like a fully automatic crossbow though. Damn annoying to fight, especially when they ambush you through the omnipresent slits in walls.

You probably mean the end-game winged daemons. Yes, easily the most fucking annoying monsters in the whole game. Especially since their attacks seem to have some sort of extra armour melting, which makes your gear lose durability SUPERFAST when they shoot you.
 

sser

Arcane
Developer
Joined
Mar 10, 2011
Messages
1,866,688
A shame this game was so overlooked. The pictures don't do it justice; it's very fun, difficult and hilarious.
 

Darth Roxor

Royal Dongsmith
Staff Member
Joined
May 29, 2008
Messages
1,878,492
Location
Djibouti
Chapter Four - Brofistin' the dead

nox0247.jpg


Decades ago on this sacred plain, armies from the North and South met in a deadly contest to decide the fate of Nox. And those who fell remain here, in the Tomb of Valour. During the battle, a young warrior named Jandor, tired of mayhem and death, drew the line by letting a child live. The baby girl's name was Hecubah, a bearer of the northern mages' cursed blood legacy. Jandor let her live among the ogres, but recently she's disappeared. You must descend into the crypts to see whether Hecubah has been practicing the dark arts of her ancestors

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albert.jpg
Untote? Kein Problem!

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Albert now has a new ability. He can summon cute little bombers. You can put three whatever spells of your choice inside a bomber, summon it, and send it to ALLAH AKBAR against your enemies. The bomber will rush in and explode with all the spells you've infused it with. Neat.

nox0250.jpg


This Loproc guy is a filthy gypsy merchant that will be appearing in some places. He always has all sorts of items available (weapons, armour, spells, etc), but his prices are atrocious. His wares actually cost 50% more than in normal shops.

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Here's the entrance to the crypt. The fact that it's surrounded by an impenetrable wall of trees, and its only way in is a destroyed bridge is pretty interesting.

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Finally, some dark dungeons.

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A GHOST! UNDEAD!! OH MY GOD!!!!

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The ghosts are fairly shit - they do barely any damage and die fast. But their attacks leave you stunned and unable to move for a few seconds.

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Inside a sarcophagus, Albert finds a MAGICKAL STAFF!

Just a shame that it's total shit. This staff is like a machine gun that fires bullets doing 2 damage per hit. It has 200 ammo (and doesn't regenerate it - only staves with 'of recharge' or 'of replenishment' can regain ammo) and is just better off sold.

nox0256.jpg


More ghosts. We could use Cmdr Bernhardt to get rid of all those undead.

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Moving into another room, Albert is attacked by a spitting spider. These things shoop projectiles that do no damage but slow your movement speed a little.

nox0258.jpg


Smashing the central pillar reveals a Sturdy Cloak (TM). While the brown colour is not as stylish as our green Flimsy Cloak (TM), we still get it.

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Another cracked wall reveals a room with undead

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And then there's this elevator here.

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And a taste of the traps we'll have to best all over the tomb of valour. Those lovely crushers keep bumping against one another, waiting to break your bones.

Albert gets through them unscathed, loots some gold

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gets back on the right track.

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And finds a meteor spellbook!

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This neat little spell will be p. much our main damaging spell for most of the game. It brings down a ball of fire on stuff's heads, doing tons of area damage.

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Here we have some mummified (?) remains.

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Meteor can also be used to demolish interior decoration

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WHEN SUDDENLY! an angry skeleton emerges from one of the sarcophagi!

Skeletons are fairly fat for this part of the game, do moderate damage, but are sloooooooooooow as shit. And you can block their attacks with your staff simply by standing motionless in front of them. In fact, staves can block all kinds of basic weapon attacks, but they break real fast if you abuse it.

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More bones

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Walking bones included

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A single meteor is enough to get the abomination down.

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Those alcoves placed along the walls often hide gold. Sometimes skeletons, too.

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hop hop hop

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OSNAP! A skeletal Darth Vader emerges from the sarcophagus, and is ready to stick a sword up our arse

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All the skeletons (normal and lords) carry shields, and they don't do that just for fun. If you start shooting them with your bow, they will stop in their tracks, raise a shield and block all incoming arrows.

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The lord can even survive a meteor to the face

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But a second one makes it collapse, while Albert safely blocks its sword hits.

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Tokaj goes down through a hole in the ground, entering another tunnel.

The not cool part about meteor is that it eats away 1/3 of your mana

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Albert emerges in the crypts again after boarding an elevator.

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That's a crowded bonehoard, alright

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More skeletons, and some weird contraption to the north.

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BURN, BABY, BURN :troll:

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Yippie, mana crystals

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Now check this shit because it's the most hilarious part of Nox.

See that shining pink pressure plate?

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A MASSIVE GRANITE BROFIST APPEARS WHEN THE SKELETONS WALK THROUGH

nox0292.jpg


There's a chant like 'hoooombihaaaaaaa' invoked when you step on the trap too :bro:

Barely anything can survive the brofist of vengeance. The wizzard can have it as a spell, and it does the most damage in game - a whopping 300 area damage.

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Unfortunately, it IS fairly slow as it falls, and some adversaries will manage to escape :(

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Well, they won't escape now :troll:

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After whacking down another chest of bones, Albert's staff turns yellow!

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We are not even halfway through the friggin tomb, and Albert's staff has already got damaged as hell from smashing skulls. Weapon/armour durability tends to be VERY annoying in Nox, but it also adds a lot of resource management to the game. No town portal/skill to get you back to the trader to repair your gear, chap, hope you can manage with whatever you find!

Durability is especially annoying for the warrior, since you have no spells to counteract weapon breaking, and are expected to take damage so your armour breaks, too. This often leads to situations where you run around with 3 different sets of auxiliary gear in your backpack, 'just in case'.

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Hop hop hop

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It's the bitch queen from the intro!!!!

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The zombies rise

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And proceed to attack Hecubah

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They are eating her. And now they will eat me. Oh my God!

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Or maybe not

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A few well-placed feuerballs burn the ghouls to cinders.

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OUR COVER'S BEEN BLOWN

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D: !!!!

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The necromancer is pretty much a heavy weight opponent. He can turn invisible on the spot.

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Throw moderately damaging magic missiles.

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As well as feuerballs, that are very much insta-kill at this level, if you gobble down a direct hit. Which Albert did.

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You didn't belong in the Tombs of Valour in the first place. You failed to stop me, Hecubah, from raising the undead. And now, these tombs will be yours, and the invincible undead legions will help me gain control over all of Nox!

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The deal here is pretty much to keep the distance. The fireballs are moderately slow, and you can dodge them as higher ranges.

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And while the magic missiles are homing, popping moles from behind cover makes them hit the wall instead

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After which you make the bald fucker eat meteors till he dies

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STOP. RUNNING.

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Another meteor finally ends the negrodancer's 'life'. Flesh is stripped from his bones, which later collapse into dust themselves.

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It seems shit has hit the fan. Yet we must press on. What otherworldly horrors still await the hapless doctor Tokaj?
 

CappenVarra

phase-based phantasmist
Patron
Joined
Mar 14, 2011
Messages
2,912
Location
Ardamai
Skeletons are fairly fat for this part of the game, do moderate damage, but are sloooooooooooow as shit.
Fat? :?

Otherwise, cool update, including the classic "Puny human, you are no match for my limitless power: tremble as I exit the scene and leave a level-appropriate underling to fail to destroy you" scene.
 

Hoodoo

It gets passed around.
Joined
Jun 5, 2009
Messages
6,700
:salute:

this gon be good.
does conjurer getta equip the :bro: later on?
 

circ

Arcane
Joined
Jun 4, 2009
Messages
11,470
Location
Great Pacific Garbage Patch
I played through it twice when it came out. Once as a warrior and then a wizard. That final staff you got was awesome. Not to mention overpowered. I don't think warriors could use it and I regretted not having done wiz the first time around.
Anyway, this was far superior to the overhyped and shitty Diablo series.
 

Absinthe

Arcane
Joined
Jan 6, 2012
Messages
4,062
Are you going to finish this LP?

See that shining pink pressure plate?
There's a chant like 'hoooombihaaaaaaa' invoked when you step on the trap too :bro:

Barely anything can survive the brofist of vengeance. The wizzard can have it as a spell, and it does the most damage in game - a whopping 300 area damage.
Fist of Vengeance is a Conjurer-only spell. Wizards don't get crazy instant kill AoEs like that, except for the kamikaze oblivion spell (which is really just trap material). They do get the Death Ray spell though, which requires very good aim and does huge damage (enough to one-shot most enemies) when you hit.

I played through it twice when it came out. Once as a warrior and then a wizard. That final staff you got was awesome. Not to mention overpowered. I don't think warriors could use it and I regretted not having done wiz the first time around.

Anyway, this was far superior to the overhyped and shitty Diablo series.
Castle Galava is much more fun as a warrior though. Also, everyone can use the staff of oblivion, and yes it is overpowered, but it's an end game item (by which I don't mean "item you get near the end" but "item that ends the game").
 
Last edited:
Joined
Apr 18, 2009
Messages
8,268
Location
Gritville
Mandatory.

sbmyLjH.jpg


YOU WERE THE CHOSEN ONE MEANT TO BRING BALANCE TO THE PLAYGROUND AS A WIELDER OF POTATO AND FIREAXE! YOU WERE LIKE A BROTHER TO ME TOKAJ, A BROTHER!
 

Absinthe

Arcane
Joined
Jan 6, 2012
Messages
4,062
Too bad. This LP made me finally seriously play NOX. I always avoided it because "it's just a Diablo clone" but truth is, it's much more fun than Diablo.
Nox got treated as a Diablo 1.5 when it came out but the truth is that aside from being a hack&slash it's actually very different from Diablo. It plays more like some kind of isometric unreal tournament (especially in multiplayer) than a loot-whoring dungeon-crawler.

This game is very short, isnt it?
I think it's about 10 hours for a single playthrough, but it's high on the replay value because each class plays differently and the campaign varies based on your class.

There's also multiplayer, which I like enough that I never got around to finishing singleplayer.
 
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