Taghor
Literate
- Joined
- Apr 17, 2023
- Messages
- 35
Our journey has begun and it has started almost as i remembered it. I can hardly express how much i enjoy delving into my childhood again...
I see a feelable difference in the difficulty - in the catacombs i already have to make extensive use of offensive and defensive spells. The combination of clerics paralyzing and tons of skeleton warriors coming at once make it much less a cakewalk than most of part I was. I welcome that a lot.
Regarding the party, after Insal's small fraud (great roleplaying stuff, btw!) i am glad to add Amber to my party. She may not be the strongest pick but she's part of the story and it just feels right to have a thief in the party. I rejoice to see that she not only has improved identify but also can remove curses - i spell i otherwise would not yet have access to. Same goes for burning hands - very useful as i found out. Alternatively, she could also make for a good marks(wo)man from the backrow - so i think that her versatility is a worthy addition to our endeavour. She already warned me a few times of secret passages and also picked some locks. Thus, definitely no regrets here...
I freed a dwarf but had no choice to let him join. He just ran away from the terrors down here in the cellars of the temple. I assume that this was Shorn. The party was fresh and Daphne, our cleric is a 9 level one. Maybe the game thinks that we are good as is - and so do i. He most likely would have to give way to Calandra anyway who i gladly freed of her shackles. She'll take a bow now and give more staying power in combat in case of emergency.
Found Elf bones and this most likely is San Raal. Leave him be for the time being but who knows what the future may bring... I generally like going with six for versatility as well as inventory space and accept that this slows down leveling. There are many enemy respawns and one can make up for the farther spread of XP.
Great game and i really appreciate the casual events that breath more life into the game. Really an improvement ...
I see a feelable difference in the difficulty - in the catacombs i already have to make extensive use of offensive and defensive spells. The combination of clerics paralyzing and tons of skeleton warriors coming at once make it much less a cakewalk than most of part I was. I welcome that a lot.
Regarding the party, after Insal's small fraud (great roleplaying stuff, btw!) i am glad to add Amber to my party. She may not be the strongest pick but she's part of the story and it just feels right to have a thief in the party. I rejoice to see that she not only has improved identify but also can remove curses - i spell i otherwise would not yet have access to. Same goes for burning hands - very useful as i found out. Alternatively, she could also make for a good marks(wo)man from the backrow - so i think that her versatility is a worthy addition to our endeavour. She already warned me a few times of secret passages and also picked some locks. Thus, definitely no regrets here...
I freed a dwarf but had no choice to let him join. He just ran away from the terrors down here in the cellars of the temple. I assume that this was Shorn. The party was fresh and Daphne, our cleric is a 9 level one. Maybe the game thinks that we are good as is - and so do i. He most likely would have to give way to Calandra anyway who i gladly freed of her shackles. She'll take a bow now and give more staying power in combat in case of emergency.
Found Elf bones and this most likely is San Raal. Leave him be for the time being but who knows what the future may bring... I generally like going with six for versatility as well as inventory space and accept that this slows down leveling. There are many enemy respawns and one can make up for the farther spread of XP.
Great game and i really appreciate the casual events that breath more life into the game. Really an improvement ...