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Lets see if we can get our bearings and find that Riftgate:
This is the party with the spyglass - so we start using it.
First we check out the points of interest to the East.
Useless.
And a body.
That doesn't have much either.
So we head back to the West.
These rations were poisoned.
We head West - North - West to the other point of interest we saw.
The body had more poisoned rations.
And the chest we could only solve thanks to the Barbarian! I don't know if you're looking these up or just have 20 IQ over the rest of us - but thanks! I would have never gotten this one.
The highlight of the loot was the single antidote.
Spyglass reveals more loot behind the ridge to the West.
We round the ridge and see even more.
The big clump turned out to be 4 chests.
They're all puzzle chests. Here are their clues and possible letters.
CHLT
SLOS
TEPE
AIAY
CHSVD
WTLOE
SLISS
OEOET
KOSPL
ONETS
SHAYT
TELIR
SLCK
BIWS
RETL
ARLE
Answers and loot:
I pretty much got all of these by flipping the letters about before they came to me.
Hmmm, a hand of glory. Interesting item to put into a chest.
Oh, what's this?
Funny - immediately a spell to use with the said Hand of Glory.
Not particularly useful.
Ok, that's it for this clump.
The point of interest to the West of the chests was a hole with some more gold.
We head to the last thing we saw - and see a Rusalki ahead.
Somehow we snuck up - lowest stealth score in this party is in 40s so that's a welcome surprise.
Nice thing about this party is that James always goes first and he can go far. So he immediately disables Rusalki's casting by charging her.
Then does so again.
But its Locky that finally catches up and ends the creature.
She was guarding an interesting hole.
Hah - makes sense. This spell summons a Rusalki.
Northing much more to do but head back to the South-East.
More loot ahead. Also something on the other side of the river - but no getting there for now.
It turns out to be a tent.
An empty one at that.
Oh well. We continue on.
The rations in this stump are good!
What's so dangerous about it?
The shop turned out to be a closed Tavern. And... where did this random dude appear out of? Freaking moredhel could have suddenly appeared behind us by sticking their swords into us.
Anyway. We check the bigger map - seems like we gotta keep going where we're facing and hope to find a bridge.
We do and see a bridge in the distance - but on approach we get this:
Seems like a more reasonable pace would have gotten them here earlier due to not killing the horses.
I'm not even sure what the task is - find the Rift Gate and hope Patrus can dispel it somehow?
I like Locky's sarcasm.
I guess that refers to their adventure for the Silverthorn antidote in one of Feist's earlier books.
Yes Patrus, you sure look like a long distance runner.
And that too...
I guess the plan beforehand was to reach Dimwood and figure it out from there.
That seems to make sense to me. Of course if the game is suggesting something first - its likely NOT going to be the place with the prize.
Well, except we tried West and didn't see any crossing there.
Ok, fair enough - it's where the bridge is leading anyway.
Next time - we'll cross into Eastern Dimwood and see what's there.
And the chest we could only solve thanks to the Barbarian! I don't know if you're looking these up or just have 20 IQ over the rest of us - but thanks! I would have never gotten this one.
The barbarian comes through once again. And on that note - here is the session featuring said chest:
We cross the bridge and immediately see a chest.
It's of the trapped variety. Fortunately James knows a thing or two about traps...
Seems like the game things this IS the chapter where you need to have severed hands in your inventory.
We look into the spyglass and find a lot more stuff around us.
The two closer points of interests were stumps.
Full of good rations. Must be supplies Moredhel placed for their invasion force?
The other thing was this tent.
Tent was empty - and the gravestone said this. Probably that blue potion that improves casting accuracy buried here - but we don't need it - so we don't go digging.
Seems prudent to keep going north to exhaust that possibility - then come back and try going East.
We soon stumble upon some foes. I gotta say - encounters have been light thus far in this chapter.
Our lowest stealth is 41% in this party - so this kind of thing will be happening often.
Either way, James goes first. And does a good hit.
Locky goes soon after, gets a harder hit in.
James finishes one enemy.
And Locky gets nailed by an enchanted strike, ouch!
Locky takes out the dangerous foe.
James's average accuracy finally catches up to him.
Leaving Locky to finish that job.
I tried to let Patrus rest up while James parries blow - but James turns out to be bad at parrying blows from this guy. Gots scratched for 8 damage repeatedly.
So James is forced to strike back.
And Locky mops up once again.
Some improvement.
The stuff on these guys has definitely improved.
Yeah, best armor. Best crossbow, one of the better swords with enchantments to boot.
And poison everywhere.
I don't understand how James didn't get poisoned. Got hit twice - no enchantment flash - suggesting it was one of the two poisoned blades...
We keep moving north and run into a trap. Must be something nice behind all these things in our way.
Busy trap. Way forward is out - so just disable the staves to the Left of us.
And block the other fireball thrower. That's it - we're through.
And there's our prize. Nice how this game usually rewards exploration.
So the first chest was solved for us already.
But here are the other two:
Possible letters:
CQATRL
PHTADK
SAUDOE
AEIEPR
TNFIFDRKY
WHRWLEAST
OREUISCEE
SEOBTLEOD
Solutions and loot:
Loot in the one that gave me trouble is... mostly useless.
Fairly self explanatory for the second puzzle.
That's a lot of restoratives! And what is that note?
Huh... I wonder how people who can't figure out or find this chest are supposed to get past that password check?
Last puzzle wasn't too bad.
Spells are usually good!
Though I doubt Patrus will ever end up casting this one.
We retreat and start heading East as soon as we can. More points of interest ahead.
Huh. More puzzle chests.
FSAOT
BIETM
ARRSH
GLORE
CICH
PLTY
FROM
GALL
AUOD
WRIF
MTVT
SARY
Answers and loot for this set:
With his lady? Heh, feminists might have a problem with this one.
Those quarrels do a fair amount of damage, but are harder to hit with, and we barely ever shoot anyway.
This puzzle was great. Good thing it was short, made it a lot easier to guess.
More magic!
Bah. Think this spell works like the Spyglass - but ONLY on things that contain rations.
Pound it baby!
Feels like this chapter has no stores - so it just tosses good stuff at you.
Anyway - we start going SOUTH-SOUTH-EAST and see our way cut off by another river.
And after taking a few steps - encounter someone.
Whoa! Could ask you the same thing!
So... a Duke of the realm - and a Con Doin at that - was missing after a battle and no one thought to make a stink of it?
Yeah, this is that weird thing where the said Duke keeps acting like a disposable scout.
Good question!
Could you imagine this happening to one of the British royals in medieval times?
I mean... you already did go on a suicide mission - so yeah... why not finish the job!
Alright - whatever. It's not realistic - but it sure is heroic.
Well, our target is the Rift Machine, so lets ask about that first.
Kinda doubt its nearby - chapters are usually longer than what we've seen so far.
Yeah, no such luck.
Seems like there's rivers everywhere in this forest. But I suppose its better than nothing.
Rebel Chieftan? Maybe Narab got out somehow?
Enough of the heroics Martin - we're the heroes in this game.
Wouldn't it be nice if we could just assassinate Delekhan somehow?
Hmmmm... not sure his son would make the same waves. But it does sound like there's probably some sort of reason to try to check the South. At least we have the password from the chest...
Looks like we opened a new topic of conversation.
Good question. Game will probably finally answer us at some point.
Yeah... well this is why we're supposed to do something about the Rift Gate.
There sure are a lot of unanswered questions so far in this game. Probably good writing that. Gives us all a reason to keep playing.
Huh? That was the guy that spied for Moredhel before, right?
Double agent or something? Bizzarre.
Seems like Duke knows way more about what's happening than James does. I'm a little surprised.
Now what is this about supplies?
Ah, the exciting topic of army level logistics.
Hmmm, game keeps acting like food is a major problem in this chapter. Been seeing a lot of caches, then the Unseen spell.
Well, no problem for us.
Conversation ends here. We'll explore further next time!
We activate the Spyglass and see some point of interest to the south west.
Turns out to be two chests.
They're puzzle chests. First one is this - the second one was one of the ones that was solved for us.
CRETY
SHUSD
PPAES
AIYRT
Answer and loot:
There are quite a few combos of words for shoes and such as it turns out - took me a while to figure this specific thing.
Fairly useless stuff.
Not much better from the other chest.
We fire the Spyglass again and guess what - even more things to the South-West.
But as we rush toward them - we run into enemies.
Two casters and no surprise, not good.
Sigh... really need you to land that Jimmy!
One spellcaster griefs Patrus, the other one counter-attacks in melee. Successfully too. Unusual to say the least.
Locky can't reach the other spellcaster, so nails one Quagian instead.
Other one lands a scratch on him.
Jimmy gets grieved too...
Locky finally takes down the caster that has been grieving everyone.
Of course - if the other one had Grief - game would be over - but he cast thatt short term Blinding spell instead... against Jimmy who's already Grieving. Bad AI that.
That what a fatal mistake on his part.
James gets shot in the back with a flaming Quarrel.
Locky ends the battle.
Endgame enemies this.
Every weapon enchanted.
Or almost every.
These two had such similar stuff - I half thought I kept clicking on the same exact corpse.
Now we start looking at points of interest. It's more of the puzzle chests. One was solved for us. Here are the other 3:
TOTELC
BROSDV
CHALSA
WLPIYS
VAEOST
MEREOE
LISRUS
HOTTNR
THEDTS
CRINEE
BOSAGL
WANHSY
Answers and loot:
Guess they fail to kill the men?
Nice, with money being useless due to no shops - spells are one of the few things we can look forward to in chests.
Not the best spell though.
Mirror, mirror on the wall...
Imagine finding this stuff in Chapter 1. Think this area was available if we went here.
Those rope ones are the worst.
Well, restoratives are useful too. With Patrus's terrible stats especially.
We still haven't sold the diamonds that bard stole...
We keep going South.
And run into a moredhel!
Ah, I remember him from the Northlands - must be that rebel chieftain Duke Martin mentioned.
Yeah. James doesn't know him the way Gorath did.
Sounds pretty badass. Looks pretty badass. Badass all around.
The ears can't help much though.
Seems impractical from these traders, usually its the other way around.
A point that James seems to have taken to heart.
Seems farfetched. Why would whatever is hidden at Sethanon cause the downfall of the entire Kingdom? Especially their superiority in numbers.
Yeah - all we know was that river was near...
Hmmm, that's useful.
Hmmm... so he collapsed the gate but it was reopened?
And what would prevent it from being reopened a third time even if we find such a device?
Ok... I guess it is as good of a lead as any.
If he knew - why hasn't he gone for it himself?
Ah, Moraeulf would recognize Obkhar and... not let him have Waani.
I guess he doesn't know us though.
Well... maybe we'll overhear of its location or something...
Yeah, but not likely to just give it to us. I guess we'll see.
Lol... well - the badass has spoken.
There were no other topics to ask him.
Guess we need to keep heading south and find a crossing. We're on the left side of that river by the way - despite what this map is showing.
We continue north to try to find the Squire that left that note and see a chest in the distance.
But run into a trap on the way to it.
Hmmm, fairly complicated.
Well. Lets block the closest gun.
And disable the red rods by triggering the further gun.
This lets Locky make a bit more space.
And start dragging the last block to the further gun.
It works - we are free to proceed.
That wasn't worth the trouble.
Fortunately seems there's more to the North.
But we run into an ambush on the way.
That's a lot of goblins. They start by putting a bolt into Locky.
Make that two bolts.
And a melee strike on James.
James finally gets to go - its unusual for him to wait this long to be next. At least he takes some revenge on one of the many goblins.
He gets hit again though.
And again...
Locky finally goes - gets a decent hit in.
Patrus starts using his Staff charges. Each of these bolts does 40 damage.
James gets hit again.
And Patrus gets hit pretty hard.
Oh man - that hit took James down.
To add insult to injury - Locky fails to hit!
At least Patrus' staff finishes a goblin and another one is running.
Sigh...
More misery.
There goes Patrus.
Locky gets a good hit in. But its 1 on 4.
And they keep hitting.
Wow, what an ambush.
We just got overrun with constant barrage of hits.
Well... now that we know THAT is comming. We prepare.
Some potions - some weapon enhancements...
And we start the fight again. New position this time - but similar start with Locky eating a bolt.
Fortunately no one else gets hit before James' turn - and switching skill tags I notice his defense already improved.
Take that!
There's still a lot of them and we're still eating damage.
At least we're dishing out our own damage much faster.
Patrus finally goes. We're doing better this time. One goblin is down - two took heavy damage - and we haven't taken as much as we did in the first round of last fight.
3 on 6 is still poor odds.
Well, at least its 3 on 5 now.
Locky makes it 3 on 4.
And Patrus evens the odds! James never even got a second turn last time - but it seems we might just take this one.
He's still getting smacked around.
But really dishing it out right back.
These guys sure know how to get their hits in.
But so do we.
Patrus was worried about James so decided to keep doing hard hits.
James's melee accuracy skill finally betrays him.
Almost there...
Last goblin runs - Patrus tries to freeze - but misses.
Oh well - Locky ends this nightmare encounter.
And we find out James improved in rest of his fighting attributes.
Yeah, they didn't take much damage - and hit and hurt us with their bolts.
Good equipment on them.
Well, maybe not all of them.
It was a single restorative.
Yeah, no wonder they were hitting hard.
Well. There's the last one.
Now where's that damned Squire? We'll find out - next time!
We turn to the West a little bit after that big fight and - finally see some building. But seems like there are golbins there too.
Once again - these guys can't sneak very well.
Well, at least James starts the fight on a good note.
Locky gets a sword in the ribs though.
And a fire bolt as well.
He retaliates against the shooter.
And Patrus finishes one with a lightning bolt from his staff.
James continues racking up hits.
And Locky finishes the shooter.
James gets hit.
And ripostes well.
Locky missed his attempt - and then James gets hit by a flaming sword.
And returns the favor.
Locky gets hit again.
And hits right on back.
James fails to land a hit this time.
And Locky gets hit once again.
Patrus Frost Bolts one of Locky's assaulters.
And somehow I miss the fact that Locky is down to 12 health - and try to hit his opponent instead - the strike misses.
James is less successful this time.
And my mistake last round costs me - Locky is down!
James's opponent runs - so Patrus Skyfires him to death.
While James finishes the goblin that put Locky down.
After which - he ends the last goblin at his leasure.
Locky had to take a LOT of restoratives to get back into functioning state. I find out his accuracy increased (though currently lowered due to lower health value).
At least he gets some restoratives back.
And some more...
A lot of poison on this one. Think it's this guy's sword stroke that had Locky poisoned the entire fight.
Or maybe this guy's.
Final goblin.
As we approach the barn - someone runs out.
Not very secret if you advertise it to any passerby...
Skeptical James is skeptical.
I dunno, you got some ID?
That would be a pretty young age to hold senior duty in some secret garrison.
Well - we did actually meet this guy in the very beginning of the game - think Owyn and him were coming from the same party so they acted like they've met.
James ends up being Arutha's right hand man in the end - but was he so important in this point in time?
This Squire does seem to know what he's talking about.
Sounds like James never asked.
What part of that attempt included stealing their Waani and leaving them a note?
Apparently we do not have any ideas on the subject and are instead going to ask him about the object in question.
Oh please, please still have it!
Yay! And who's Wilindi?
They did introduce Greater Magic - but Lower Magic in the kingdom was mostly supposed to do things like affect the weather. So it doesn't make sense that everyone in the game cast the same spells. No visible mechanical differences between Greater or Lower magic practitioners.
Ok, well good luck contacting the garrison - guess we have what we came here for.
James is of the same mind.
I guess we did rescue him from 12 goblins or so.
Hehe, guess James is still skeptical about Phillip's role.
Anyway, we've got the Waani now - next is to find where the rivers combine - supposed to be some illusionary mountain protecting the rift there. We'll look for it next time.
As I recall - someone mentioned that the Riftgate we need to try to close is behind an illusory mountain range where the rivers meet. Looks like there are two candidates according to the map.
We head East till the river and start following it to the first place where the rivers meet and... sure looks like a mountain range cutting off an area across the river doesn't it?
But... that means we have to go all the way back to the bridge way south-east to get across.
Oh yeah, lets take a look at the object that's supposed to disrupt the riftgate. Hmmm, way over our heads.
Seems like we missed this group of moredhel previously - now they're in our way.
And we still are terrible at sneaking up on them.
Fight starts with a sword meeting with Patrus' vitals.
James goes for the enemy caster.
Wow, that caster is fast - and James takes a scratch.
Locky joins in. That guy must have good armor.
Patrus uses his staff to finish the fast caster.
And finds out that the cut he took was poisoned.
Patrus is getting piled on.
And James is failing to help out this time.
Sigh...
Oh come on! Patrus is on his last legs! You can't be missing there Locky. (Actually enemies are parrying some of these).
Locky gets a hit.
Patrus gets a turn, so antidote and some health potions.
Yay James! Get them!
Locky is getting low on HP too.
And fortunately its his turn next - so he tops off.
Patrus goes to activate his stave again and finds out he got better at defending.
His stave makes a moredhel do a little dance.
Patrus may have gotten better at defense, but not a whole lot better.
Finally down to 3 on 3. Tough fight.
Man... Locky is still not doing well.
Lol... Patrus finishes that mordhel with a staff hit for 4 damage.
Another miss for the good guys.
Finally Locky is back in form.
And that good form is contagious.
Ok, tough fight, but we're winning it. Should have enhanced our swords prior to it, would have gone a lot easier.
Almost there.
Finally!
Yeah, no wonder one guy was not taking much damage from Locky's strikes.
This is the one that poisoned Patrus.
Nothing particularly interesting here.
Another guy with good armor.
This was the caster. We regain a few health potions.
Spyglass reveals some points of interest.
Two chests!
I couldn't solve this one. Figured it was like horseshoes or something - but it just didn't fit.
BRIROED
FALTLAR
ALSOTLS
CERSIFE
TIAD
LRSE
IOTG
DMGS
The second one was a bit easier:
Nice.
Useless - find food I think.
Oh wow, This spell makes the ground shake and lightning hit foes repeatedly until either every enemy is dead or caster drops dead from exhaustion - as every bolt takes a bit of his health too.
The other points of interest contained a trapped chest.
Which showed another scroll.
Why are there so many copies of Nightfingers? It's such a useless spell too...
Other chest was unlocked and did not have much.
We find another shop in the woods.
Hmmmm, guess this would have been the other way to find Wilindi's cottage with Squire Phillip.
Anyway - we finally get to the bridge across the river.
Will the password work again?
It does - we're across - any closer to our final goal!
Hmmm, thanks for that one ERYFKRAD, but I'm already way past that one. Sure explains why I couldn't get it, I have never heard of that word! Anyway, let's finish the chapter:
We head north along the river but run into a dead end.
After going around the mountain we find some enemies we missed earlier.
And fail to sneak up on them.
James starts the fight poorly.
Locky does better.
I should have enchanted James's rapier- looks like this guy has good armor.
Even Locky isn't hitting these ones all that hard.
Patrus doesn't know what to do - so tries out melee. Not well.
James continues needling his armored enemy.
Locky helps Patrus out. These Quayans seem to have very low health.
Meanwhile that particular moredhel has been taking a lot of thrusts to the gut.
Locky has been acing this fight.
And James's needling finally gets a result.
Ok, almost flawless victory, just one miss for the good guys (Patrus's attempt doesn't count, right?)
James dodged some blows here, so that got better.
This sword would have hurt if it hit.
And this one would have poisoned us.
Surprised this fight went so easy.
They were all well armored, just couldn't land their strikes.
We continue along the river and find the bridge back to the northen area where we saw what *SHOULD* be the illusionary mountain walling off the area where rivers meet.
As we approach it - we see a chest guarded by some enemies.
And we fail to sneak up again.
Still we go first - James missed the caster.
And gets poked instead - also seems there are 2 casters!
Locky can't reach them, so at least he takes out a guy with a sword that I applied some Naptha to.
Patrus inspects his new spell, but its not necessary.
Freezes one of the casters instead.
And James tries to chase down the second.
Locky get parried.
Yay, James gets a hit in on the roaming caster.
And Locky sets another fool on fire.
Come on James! You can do it!
Sigh... Locky does no better this turn.
Seems like caster ran off - so James joins in on last free enemy.
Not like Locky needed the help. Frozen caster dies soon after.
Can't believe after all these chapters James' accuracy is still in low 60s.
Now THIS is an example of an "endgame" knight.
These always help!
What is that crossbow? Seems bigger than usual.
Sounds badass.
That IS badass!
I guess this was the caster.
Seems like a fight that could have ended up being a lot harder.
There were two chests - one was locked and had some gems which we no longer need.
The other one had this puzzle.
Solution and loot.
Fairly easy I'd say.
Well, the restoratives are useful.
And yes - the mountain IS transversable.
As we start exploring beyond it - we run into a trap.
Patrus moves to get into position to disable the green staff and... commits a critical mistake.
Well, that stave is disabled. But that only lets Locky move backward as the other two remain enabled. Soon after I discover that we need to clear shape to trigger the left gun - but while I can block off the right gun to get it out of its current position - I've blocked the left gun already with a solid shape - and the only way to get it out of the way by pushing it - which makes the guy pushing enter its line of fire and eat a 60 damage fireball.
Anyway - we suffer it and move on. Seems like that's the rift gate!
We sneak up on the casters guarding it!
James starts this fight well!
This is somewhat unusual.
These guys are FAST! At least Locky gets to try out his new crossbow.
Patrus freezes the first caster.
James barely catches up to the other speedy caster.
Seems like that caster has crazy defense, everyone is having trouble landing hits on him.
And he's lightning quick - Locky has to use the xbow again.
Ouch - caster can't get away to cast - so charges Patrus instead.
At least that helps James catch up.
And Locky!
We study the frozen caster to see how fast these guys are - but turns out that one was only upright by chance.
We rectify that situation.
Locky's masterclass in shooting gets him better at it.
I wonder why all the moredhel casters use swords and our casters are limited to staves.
Oh, well. Now let's look at that riftgate.
What else is there to do - lets see if this thing works!
Hmmm... well it had some sort of effect.
Hmmm... and explosion and an implosion? Almost like a supernova.
Well... let's see what happens next.
We see leaves float into the riftgate.
And suddenly find out that its sucking in more than just leaves and small stones!
James and Locky seem to be struggling to hold on to the trees they were near - but Patrus isn't so lucky!
He gets pulled off the screen and to the left!
And right into the portal!
All he can do is flail and yell for everyone else to stay back!
As it swallows him whole.
Suddenly some sort of magic appears... Spellweavers - think those are casters of the good elves!
And at that - screen fades to back, this chapter has ended.
So magic takes both manna from the world and caster's life force?
Ok, it makes sense that Makala would whisk Gamina here in order to trap Pug - get the guy to voluntarily go to a place where all of his legendary magic is useless!
World map does not show us on it - but it does appear that the goal of this chapter is to save Pug and Gamina.
Whoa... the landscape is desert like - but those crystals... I don't think they're in Midkemia anymore!
It does appear that there are roads on this world - and some sort of building!
Looks like some sort of caravan tent.
It has a door...
What are those rocks?
Hmmmm... so maybe this world has manna in form of rocks? But how to use it?
A note from Pug! Seems like he definitely expected Tomas to follow him.
So... one of the dragon-riders that killed the gods stranded some snake people here... great. Anyway - seems like we need to head north.
But first I try back east as the mountains looked like a good place to have some hidden chests in. And... that crystal looks interesting.
Yay, it IS special!
That's a lot of manna.
We find even more in a hole on the way back to the road.
Seems like this world also has a day/night cycle that matches that of Midkemia. Next morning we continue and find some sort of giant beetles blocking the way.
Fighting strange creatures on a strange planet - sounds like a pretty frighting prospect - how do you even predict their movements if their anatomy is completely different?
Well... they seem to be very similar to beetles and our first hit shows that their shells aren't as good as our armor.
Gorath puts his wonderful new sword to use.
Owyn continues hitting.
Gorath takes first damage of this chapter.
They seem to take large hits and keep going, your average Queyan would drop after 60 damage, these guys are taking 100+.
Owyn continues his assault.
Gorath finally kills one.
Owyn takes a gash.
And it causes him to miss his next attack.
2 down.
Quite the workout - all these hits.
Gorath ends the fight.
We continue north and stumble upon some humanoids.
And surprise them!
But Owyn misses with his first attack.
Gorath does not - seems like these snakemen don't take nearly as much damage as the beetles.
They use slingshots - but those only seem to do 1-2 damage per hit.
Owyn gets a hit in.
So does Gorath, with much greater effect.
Seems like these snakemen don't hit as hard as the beetles.
Owyn keeps at it.
As Gorath finally finishes one.
They chip away at us.
And chip away some more...
Owyn's accuracy isn't as good in this fight.
While Gorath is fortunately - flawless thus far.
It's a good thing they don't hit hard - cause they seem quite accurate.
One snakeman starts running - so Owyn tries to finish off.
I misclicked on that beetle - so no attack attempt on it - instead it clamps down on Gorath's thigh.
While Owyn keeps beating on the runner.
Crazy that such an amazing sword with such large strength is only hitting for that much.
What does Owyn have to do to finish that guy???
Just one snakeman left now.
And 0!
The way we surrounded that beetle made it impossible to tell how much damage we were doing to it. It went down quickly.
We'll continue heading north in search for Pug next time!
We go north-east and are eventually forced to turn east by the curving coast. We see some more aliens ahead.
Sneaking is easy when Stealth is over a 100.
Owyn starts the fight badly..
But Gorath is the one that needs to be doing the hits.
Still, nice to have Owyn chip away too.
These guys seem to take well over 100 damage before they go down.
And don't hit all that hard themselves.
The combination of them being damage soaks and not particularly dangerous themselves makes these fights kinda annoying.
Even with Steelfire on the best sword in the game - they still take 2 hits before going down.
And keep scratching us all the while.
At least Owyn is getting a lot of practice.
Sigh... its painful when Gorath misses - he does like 6x Owyn's damage after all.
Oh yeah, they also shoot slings - those hit all the time but only do 1-3 damage each.
When will this guy go down?
Gorath got tired of being pelted in the back ( I don't record most of those ). And so he charges the slinger.
While Owyn tries to finish the guy he did a big hit on.
Ok, we're down to 2.
And Owyn actually does it!
Seems like Owyn's chips on that guy were enough to let Gorath 1 shot last guy.
They usually have nothing, or a ration or two (sometimes poisoned!). But at least Owyn got better at fighting.
We see a smaller path veer off to the north. Think that must lead to the ruins Pug mentioned in his note.
We head that way and see some tents behind some manna crystals.
As we approach we seem to run into some more snake men, sigh...
Owyn starts this fight better.
Fortunately there are only 3 - because I didn't steelfire Gorath's sword this time.
At least we're hitting these guys most of the time.
I can't imagine how boring this would be if half of these were misses.
Owyn is really more of Asian monk that a wizard on this world.
Big elf with a big sword is waaaayyy better than a monk though.
I can't imagine appearing on another planet and being forced to beat up snakemen with a stick straight away, but Owyn is doing well.
Ok, finally down to 2.
And 1!
Our luck with hit ratio couldn't hold forever.
Wow... 2 misses in a row, maybe this is the one fencer on this world.
Yeah, he's even getting his own hits in.
But takes a hit this time.
Think luck is back on our side.
Yay, 1 less group of hp soaky snakemen!
First tent was empty.
A note in the second one!
A Lifestone under Sethanon? Guess that explains the secret society defending Sethanon or why moredhel invaded towards it at Snakemen orders a decade ago.
Ok, well - seems like we should still investigate the ruin - but I guess we might not find Pug there...
We take a step in that direction and see more snakemen... sigh.
Oh great, its a damned horde this time.
At least I stellfired Gorath's sword this time.
They hit Gorath for tiny bit less than Owyn, must be difference in Defense skill.
More work out for Owyn.
Ok, 4 to go.
Gorath is getting hit more in this one.
Well, I guess with these many snakemen its no surprise.
I wonder if Owyn yells out those karate sounds when he's doing this.
More scratches. It's funny that they never drop their swords, I wonder what they actually use.
Gorath continues being a force of nature.
It's also funny that the staves never take damage, you'd think a crystal ball on a stick would break quicker than steel.
Maybe this torture is supposed to make the player hate Snakemen? It's working.
This fight goes on and on and on.
Yay, we're like... 40% there.
They're doing their best to scratch Owyn to death.
And he's doing his best to pound a single damned snakeman into the ground.
Hmmmm, seems like this one had a bit less heath then his bros.
I wonder if Gorath is going to clear the place before Owyn finally finishes this creature.
It's going to be close.
And... unless Gorath misses - seems like Owyn will fail.
Gorath does NOT miss.
Well, at least Owyn gets stronger.
And Gorath is getting quite good at this swordplay thing.
Yup, this is a game that is treated with my respect by those in the know.
Anyway - here's another episode:
We head north from the tents and arrive at some sort of blue pillars.
We click on the leftmost one and... there's a creature inside of it?
Whoa... that's some creature - gave a massive boost to Owyn's defense.
And maxed out Gorath's!
Second pillar explains it - these are like... god-pillars!
Ok, so yeah - Valheru came in and beat up the gods of this world and this was some sort of a survival ploy.
Ok, so we don't quite get an explanation on the desolation - but it sounds like they might have caused it themselves in order to make the world unpalatable to the Valheru.
Starting to sound like savani is their word for a Magician.
Pretty crazy to go to a new world and immediately start having conversations to local gods.
Hmmmm... some sort of creatures that drain strength live in some temple?
Apparently she also improved our Assessment.
Gorath now has yet another maxed out skill.
Feels like the writers could have adjusted the text here to allow for a fact that players might have touched other pillars first.
Ok - so this was the Chief god? Or at least the one that came up with the plan to become pillars and fire off a magical EMP.
Pug is captured and this guy can free him?
OK... but where do we look for this Cup?
Damn elven superiority.
Seems like maybe this is one of the two pillars of the gods that dissolved into forces of nature.
And I guess this one was another.
Seems like it really hurt us. At least its not sickness.
Hmmm, this one seemed to increase our max health. Useful as well.
With the last pillar explored - nothing to do but look for that last cup. So I head back to the main road and notice I missed one of the 3 tents when coming up. But looks like we can't go in there anyway.
So... I guess the game wants us to continue East from here - so that's where I head.
And eventually run into more enemies.
They continue shooting their peas - they never miss - but at least they do very little damage.
Owyn starts the fight with a hit.
And Gorath does as well.
Takes a scratch in return though - despite his perfect defense.
Owyn misses this time.
But Gorath finishes first Snakeman.
Owyn can only reach the other guy (who kept shooting until Owyn did that) - and that made the bug switch to Gorath. Who could not land a hit on it.
Owyn gets parried.
Oh come on...
Ok, but its Gorath that needs to be landing his hits.
Finally...
It's funny to see Owyn get reduced to a stick smacker in this chapter.
Gorath finally finishes the bug.
Last guy gets a hit in on Owyn.
It's a workout.
Gorath is coming over to end things.
And does.
We move further and see some more.
Gorath gets his sword ready with some Naptha before the fight - so he hits harder.
I try resting up with Owyn while Gorath finishes the first guy.
I try to rest with Gorath too - but seems like the snakeman is accurate.
So Gorath returns the favor.
And Owyn finds out that the last snakeman is pretty disabled after that.
We're both able to rest up to full while weakened snakeman flails ineffectually. Owyn gets to finish it.
Gorath's strength is becoming pretty epic.
Path starts to head directly south - seems like we're on a fairly small island.
There's another tent ahead - hopefully another note from Pug on finding the Cup?
But we run into something on the way there.
A force-field?
Yeah... it is strange...
Interesting. Who would that be?
That's a reasonable theory - but... why would Pug put up forcefields if he wanted Tomas to find him?
Ok - that makes sense - a god would have access to a lot of manna, maybe his pillar is made of it.
One of many...
Ok.. yeah - I guess that's good - but where's the damned cup?
Guess we'll have to try heading back West next time - maybe cut across the island and try heading South on the West side if we don't find any cups on the way across.