Part 64: River Headlands
The audience has decided: it's time to explore the headwaters, source of the central lakes and the sea around the Eastern Gallery.
The party is currently at the crossed axes, investigating an old stone tower near the Slith Fortress they just cleared out:








Cave Lore saves the day! Not that the basilisks would have been much of a threat to us. The ring is an Armor Ring (+6% armor, +2% evasion). We have better.
While we're in the area, let's go clean up an encounter in the Waterfall Warren that we skipped previously.





Four Banshees and an Eyebeast. This was an impossible challenge for us when we first came through here, due to the Eyebeast's nasty spells and the Banshees' powerful area-of-effect abilities. Now, though, we're able to kill the Eyebeast in the first round and then weather the Banshees' counterattack.



...




Time to loop around past Sss-Thsss' castle again. Which reminds me, there's a bunch of fishing villages around the castle, chock-full of sliths:












If we did attack them, we'd have a sizable fight on our hands:

But they're only basic enemies (plus one mage and one priest), and there's no reward to speak of, so why bother? We'll leave them be, and let the friendly sliths at Gnass come through here someday to try to convert these guys.
We will, however, walk right past the villages and loot the treasures they're standing in front of!

The cache (small circular lump of dirt) just northwest of the party has a Shielding Potion (shield chant / regeneration / spineshield for 6 turns). More interestingly, there's a little nook off to the side here:













This iteration of the series doesn't seem able to tag the party with debuffs before overworld battles, despite what the flavor text said. So this is just a straight-up fight with a Slith Avatar and a bunch of Frozen Worms. Slith Avatars are straight melee enemies, no special gimmicks beyond the combat disciplines that all melee enemies have. It can't hit Kane reliably, and neither can the worms.


































The Eyebeast doesn't have anything special going on, it's just out there so you can find out what assholes Eyebeasts are, in case you've never encountered one before.




Two bits of Graymold.











That's the northern lake up that way, but we can't reach there from here. The only access is via the Giants' Docks near Pyrog's Cave.




Ogres are no more of a threat to us now than goblins were to us at the beginning of the game. As for the nephilim, they're so grossly outleveled that the game won't let us fight them; they flee automatically.







If you really feel like attacking a bunch of hapless fishermen, you'll get tossed into a fight with a half-dozen standard Cave Giants. And after that, you get to loot their huts.

40 coins and 3 fish.
What did you think a bunch of fishermen would have in their huts? You monster.







Again, you can attack if you choose. Feel free to feel less guilty about this one: they consider humans to be food.


Also, they're a lot better at defending themselves



This would be a big fight, if we didn't have Elly. More specifically, Elly's Divine Retribution.

Three of those kills everything except for one Diviner (which was out of range), the Overseer, and a couple of Slingers, and none of those last very long either.






That got us 400 coins and the First Expedition Bow:

That's pretty dang nice, but I think the higher crit rate on the Possessed Bow means that it does more damage usually. And One-Eye's ridiculously huge DEX score means he doesn't really benefit from Quick Action much. The First Expedition Bow is probably the second-best bow in the game though.
Incidentally, One-Eye's inventory is absolutely packed:

I think we're clear to sell the Ever-Rotting Bow (puts acid DOTs on enemies), the Bow of Storms (puts lightning DOTs on enemies), the Farsight Longbow (+5% damage bonus, but strictly worse than the First Expedition Bow), and all of the javelins that, frankly, One-Eye's never going to throw. But we're keeping the food, especially the bags of sugar and the cake.
Speaking of javelins, he has 425 Crude Javelins, 195 Iron Javelins, and 4 Steel Javelins, which is basically every stack of javelins we've found over the course of the game. That sounds like a lot, but One-Eye's been making at least four attacks per fight for a long time now, and usually substantially more. And we've been in a lot of fights. The Crude tier deals 69-276 damage, compared to a nominal 77-231 from the Possessed Bow (before criticals are considered), Iron is 71-284, and Steel is 75-300 (to be clear, all these numbers are before enemy damage reductions kick in; the actual damage dealt is always much smaller). Javelins are just not enough of an improvement over bows to be worth dealing with the ammo constraints and the lack of cool magical abilities.
While we're mucking around with One-Eye, I silently swapped in the Mercuric Plate awhile back, which boosts his AP by 1. That means that he doesn't really need the Molten Halberd any more (+2 to Gymnastics, which is +4% evasion and 2 10% chances at +1 AP each turn). It uses both of his hands, too, so we'll swap it out for the the Nephil Warblade (+1 STR/DEX and +10% fatigue recovery rate) and Assassin's Shield (+21% armor, +3% melee damage, +2 to Lethal Blow for even more frequent crits). That puts him over his weight limit, so he swaps out the Girdle of Life (+2 Endurance) for the Girdle of Strength (+2 Strength) that Kane's been carrying around. Byff, who had been using the shield, instead gets the Drakeskin Shield (+15% armor, +10% fire resist).



Further exploration on this little isthmus turns up a giant shepherd. Surely this will be peaceful.



Two Fire Lizards, two Mutant Lizards, and one very dumb, very dead Cave Giant.
























Five Cave Widows, and four Aranea in red. Aranea are weak foes now; One-Eye can one-shot them with a critical hit. The Cave Widows are more durable and have an AoE ensnaring web/acid attack, but it doesn't do much damage.

250 coins and a Crystalline Wand, which does cold damage. If you come here early then the wand conceivably could still be useful, as aranea are low enough level to not automatically dodge it, and young parties have few options for AoE damage.



The Cave Lore cache in the pit there has a Speed Potion; the wandering humans to the north are more interesting:

Slightly more interesting.













This is by far the earliest way to get access to Restore Life. All you need is a boat and a little luck to get from the river shore to the monastery. It's an expensive spell, though, both money- and energy-wise, and you need to have a high Priest Spells skill to be able to cast it.


Two bunches of Healing Herbs. This is very near the monastery, explaining why they settled where they did.






The original game had fire and frost as its two primary damage elements, so there were ice lizards in addition to fire lizards. This version sticks to fire/acid/lightning instead.







