The sewers' third and final level finally introduces some new monsters. Combats, more often than not, grant thousands of XPs to everyone, and it's hard to resist that, even though fighting means more trips back to the surface, which are starting to get arduous. We also find two Mythril Plate armors, which go to Ahab and Kurisu. Cash soon ceases to be a problem.
Before long, the new monk Conrad reaches RedSlayer's level, and while RedSlayer hits harder, Conrad has twice as much HP, and is still the second-most damaging melee fighter in the roster. So RedSlayer goes.
Kurisu and Ahab do similar damage rates and attain triple-digit HP. I'm still not sure what the paladin's advantage is, but I keep both. Grub stays benched; perhaps his critical hit ability will someday be more useful than raw damage, but not today.
Houdini remains benched for now. He's not as good as Viila or Magic Mike, but maybe a third conjuror will be useful in the future.
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The new party, plus a disposable orc. Viila's tenure is safe. Scribe is looking a bit squishy. |
Back to the sewers, this last level has less darkness, but multiple mazes of doors make navigating a pain, and multiple sneakily placed teleporters will screw up your mapping effort until you realize something's wrong and a Locate spell reveals that you aren't where you think you are.
With level 5 spells learned by all, my conjurors' strongest damaging spell is Shock Sphere, and I see no reason to have them cast anything else in combat. It usually kills one whole group, so why waste time incapacitating them? The blinding light of Magestar could hypothetically be preferable under certain circumstances, but I don't encounter them here. Scribe's best spells are more utilitarian and therefore more varied; Stone Touch kills a single enemy, Animated Sword summons a powerful melee-focused ally, Anti-Magic makes enemy spellcasters ineffective, and he still has the old standbys Dragon Breath to deal out raw damage and Mithril Might to lower the group AC.
I find more gear, too:
- A fire horn! Only the bard can use it, so I give it to Sunfall, but I haven't seen its effect yet.
- A mithril axe. Kurisu gets this - I assume it is better than his steel polearm, but there's no way to know for sure.
- A samurai figurine. Using it summons a samurai minion, but he doesn't last long, and the figurine goes with it. I find an ogre figurine later, and assume it works the same way.
- A mithril chain mail. This is no better than Garth's scale armor, which is wearable by the same classes (warriors, paladins, hunters, bards).
- A bardsword. Usable only by the bard, purpose unknown.
- Lak's Lyre. Also only usable by the bard, also unclear what it does.
- A mithril sword and shield, for Ahab.
- A mithril dagger, for Viila.
- Mithril scale armor, passed down to Grub.
- A mithril mace, for P-Tux.
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- "Spinners," not to be confused with the "spinner," are venomous arachnids that appear in groups of 3-5 in fixed locations and are worth lots of XP. Their bite poisons and hurts more than a Black Widow's, but poison can be managed and they're easier to kill than other melee fighters here.
- The solitary "spinner" on the west side of the map spins you around randomly. It's only moderately annoying; unlike in Wizardry, we've got a lasting compass spell.
- Spellcasters start to be a nuisance. Conjurors and sorcerers can hurt the low-HP spellcasters in the back row. Magicians occasionally wither a fighter with magic aging, which can only be cured at a temple. Wizards summon more monsters. Spellcasters also come in different levels, which is hidden information but higher level ones are worth more XP.
- A big maze of nearly identical rooms dominates the east side of the map. Hidden within is a long flight of stairs upward.
- There are two clues, both cryptic:
- The hand of time writes and cannot erase.
- Seek the Snare from behind the scenes.
The stairs lead to a familiar sight...
A look at the city signs shows that we are on Night Archer street, on the west side of the map, but in an unexplored part of the city.
A building here can be approached, but not entered.
This must be Mangar's Tower, indicated on the southwest of the album map, blocked off by a pair of iron gates. Thankfully, we can cross the gates from this side of them and return to the city without going through the sewers all over again, but we can't return.
We save, heal, and level up - everyone is at levels 10-11, and Viila is eligible for some new spells, but they're not very exciting. Instant Ogre summons an ogre, which I guess is okay but most of the time I'd rather just do group damage. Major Levitation is a longer-lasting levitation spell, but the minor one has been fine so far and costs less MP.
We also explore the northwest corner of the map - the golem here hits for around 100 points of damage, by far the worst monster yet, but we win. A temple heals our wounds, and one more challenge awaits in this quadrant.
Nothing ventured, nothing gained, right?
Oof. I hope the spellcasters can gain enough HP to tank this eventually. The fighters already do, and destroy the dragon, gaining us the entrance to Harkyn's Castle.
No thanks - we've had enough death just getting here.
Speaking of which, the temple charges $9,000-$9,900 per resurrection, and I've only got $20,000, so I just reboot and reload.
Updated map:
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>my conjurors' strongest damaging spell is Shock Sphere, and I see no reason to have them cast anything else in combat. It usually kills one whole group, so why waste time incapacitating them?
ReplyDeleteThis is one of the most difficult aspects of RPG design I think (at least in these classic games). There was the desire to have a large spell list, probably partly inspired by D&D but also just because it looks more impressive. But it's normal that at least half of the spells (and often much more than that) are virtually useless. This is compounded by the often quite limited spell points given to mages, which means that you can't afford to waste the spell points on things that aren't going to provide you that much utility in battle.
It's funny to me that Wizardry, such a seminal and influential title in the genre, largely avoids this problem, when so many games that followed fall into it. Most of its spells are useful, and the status-inflicting spells are arguably the most useful of all. A few are useless because of bugs, but Loktofeit is really the only spell that you'd never want to cast and is working as intended.
DeleteHere, even the manual seems to recommend just flinging group-damaging spells at your enemies until you win.