Part 15: If It Weren't For Bad Luck...




The Frozen Isles in the far northern area of the world map are inhabited by more emo cyclopes. The party can kind of deal with them by now, but not easily when they appear in groups. Besides, we're focusing on sea exploration and discovering as much of the world as possible, so we'll pass them by for now. Frustratingly, you can't just stand in the ocean and pick off enemies at your leisure: arrows and spells, like vampires, refuse to cross running water.

In addition to cyclopes, the islands and surrounding oceans are home to more Sprites, who are mostly an annoyance for their ability to curse party members, but aren't actually a threat as long as you pay attention to the party's stats and run back to a temple if anyone's luck gets dangerously low.


Candle Creeps also haunt the northern oceans, but appear in such small numbers that they barely register as a nuisance: a few hits and they're gone.

The northern islands have some chests lying around full of low-to-mid-tier random treasures, which by now are mostly useful for filling out unoccupied accessory slots for a few extra points of AC, stats or resistances.

Since it's possible to equip up to five medals and two rings on each character, it actually takes quite a long time to get to a point where treasure, even fairly low-level treasure, can't possibly benefit a character in some way.

As the party heads a little further east, we encounter new monsters. Cryo Spores hit the entire party for relatively inconsequential amounts of cold damage, and their miserably low Armour Class means physical attacks tear them apart in short order. They drop 20 gems each, which isn't too bad for keeping our spellcasters happy.




This fountain would give the party +200 temporary HP, except I already boosted everyone's HP at the well near Fountain Head, so it doesn't do anything for us at the moment. Oh well, it's not like I'll need the extra health anyway. Let's move on.

The far southeast of the world map is home to the Forsaken Sands. You can't rest in most of the desert, and must find oases if you want to refresh your party; in practice, this is more of a minor inconvenience than a real danger, since if there are hostile monsters actively chasing you then it's a bad idea to rest anyway.






Yeah, for no obvious reason this well is a two-way portal between the Forsaken Sands and Thorn Blossom Orchard. This could be a nasty surprise if you were exploring the orchard at low levels...

... but it's easy enough to pop back into the well.


Enemy Barbarians have a fair bit of HP, can attack from long range, and will selectively target any Barbarians in your own party for a decent chunk of physical damage. This is a double-edged sword, since Barbarian PCs have lots of HP but relatively poor armour options, so make sure to load your Barbarian up with AC-boosting accessories before exploring the southeastern desert.



The Barbarians will be forced to find a new location for their compound. (500,000 Exp)

By driving the Barbarians out of the southeastern desert, we get a big chunk of experience and some high-tier items. Not too shabby.

There's also a well in the desert nearby, which will cure any adverse condition. Of course, it's only useful if the would-be drinker is actually in a condition to drink from it, so if you're unconscious, dead or otherwise incapacitated, it's no good to you.

That's enough desert for now. Travelling to the centre of the world map gets us to the Isle of Fire. It's completely surrounded by unclimbable mountains of igneous rock, making it non-trivial to actually reach it -- not that we'd last long even if we could.

Still, at least we can frolic in the oceans around the edge of the isle and kill some aquatic monst--


Okay, so it turns out that the monsters in the seas around the Isle of Fire can one-shot the party before we even get a chance to act. Let's forget that happened.

By carefully exploring the area around the island, we can find some hidden treasures.

Some very, very nice hidden treasures, in fact. That's two more top-tier obsidian weapons to spread around the group, giving a huge boost to the party's melee damage output. There are several crates like this scattered around.





Welcome to the Arena. No, there's no warning of any kind that you're about to end up in it: you just step into the wrong whirlpool and wham, you're in here. And you can't even save until you get out.





After talking to the arena master, we're transported back to the centre of the arena and a bunch of monsters are spawned to keep us entertained. For our first foray into the wonderful world of competitive slaying, we face some Bubble Men and a Screamer: basically harmless, as long as we kill the Screamer from range before it can send us insane. Monsters killed in the arena don't give any of their normal gold or gem rewards, not that the rewards from these monsters would be anything to write home about anyway.

Once we've killed every monster in the arena, we can return to the arena master and get warped back to Fountain Head. We can return to the Arena as many times as we like; the monsters get stronger each time, but the rewards get bigger too. In fact, we could have gotten here from the start of the game by saying ARENA to a portal mirror: it's a nice way to gain some experience early on. I might do a mini-update on the arena later on, or I might just grind through it offscreen when I need the experience, since all the monsters in it show up elsewhere anyway. For now, though, let's continue our exploration!

On the far eastern end of the world map, we find a large, swampy continent.


As long as someone in your party can cast Cure Poison, Shadow Rogues are kind of a joke. They have a missile attack, but unless you wander around aimlessly letting them chuck knives at you it shouldn't matter very much. They give out decent amounts of experience and gold, considering how weak they are.


We'll have to come back for this once we have someone with the Linguist skill in our party.

Death Locusts are somewhat more dangerous, having twice as many HP and four attacks for 4-32 damage (compare Shadow Rogues' 2 attacks for 3-18 damage). Still, if you're high-level enough to cast Cure Disease and have decent equipment, they should be manageable.








One quick trip back to the Fountain Head temple later...




Hey, everyone, remember the Ancient Fizbin of Misfortune? The one that eradicated a character when we first acquired it, and apparently served only to eradicate another character if they tried to use the Quatloo stat-raisers with it in their inventory?

This is the real use for it.

If the specific character who tries to loot this one particular hut is carrying the Fizbin, then instead of them dying, we get a whole bunch of free top-tier items. This is the only productive use for the Fizbin in the entire game. Yes, this is insanely obscure and there's no reason to expect it would work that way unless you read the hintbook; that's how Might & Magic III rolls.








Tree Golems' gimmick is that they selectively target Clerics with their attacks. Apart from being ambulatory trees with creepy human faces, they're pretty unremarkable as long as your cleric is well-armoured, which Caelas most certainly is.



Cursed Fools hang around near the south end of the swamps. Their curse attack and low HP make them basically equivalent to Sprites in terms of nuisance value.







Pro tip: always have Levitate active when you're exploring the swamps. Always. Unless you like having party members insta-killed, I guess, in which case never have it active.

There are a few Trolls hanging around in the mountains toward the middle of the swamp. They were very beatable the last time we fought them and they're still very beatable now.







Oh yeah.
Oh yeah.

Divine Intervention is arguably the best Cleric spell in the game. Unfortunately, Caelas doesn't have enough spell points to cast it, and won't have until he either gains quite a few more levels or gets a Personality boost. Divine Intervention fully heals the party and cures all negative conditions except Eradication, at the cost of aging the caster by 5 years (plus a whopping 200 spell points and 20 gems). It's strictly for emergencies, but when you need it, nothing else will do.




There is a random top-tier item buried somewhere in the eastern part of the swamp. Unfortunately, taking it spawns a minotaur.

Minotaurs hit up to two characters per round for a whopping 3-300 damage plus a chance of instant death. They're also effectively unhittable with physical attacks until we've gained a lot more levels, and even if we could chip away at them with magic, 1000 HP means they won't go down easily.

In short, we cannot kill a minotaur. Let us reload.



In addition to the free experience, we get 1000 gold and some fairly unexciting low-tier items.





Seriously, game? You're just reusing text from the same area now and changing a couple of words around? Oh well. In addition to the free experience, we get... I can't finish that joke because we don't actually get anything besides experience for destroying this nest. Probably for the best.

Toward the eastern end of the swamp, it's possible to run into Gargoyles. Just like in Might & Magic 2, their attacks can cause Paralysis, which prevents you from acting. However, they're actually less dangerous here than they were in that game, since in this game paralysis wears off on its own in a couple of turns.



There are a few stone heads scattered around the swamp, who promise to remember us for varying sums of gold. We'll deal with those later, when we actually have enough money to properly make use of them.

There are a couple more points of interest in the swamps, but I found what we came here for, and this update is getting long enough as it is.


If your party can survive the monsters outside town, then Ninjas will be a complete joke. I suppose the game wanted to give you a break in case you got here by ferry instead of by foot.


























I bet you all thought this LP was dead for sure. Well, I didn't give up on it and I'm not going to; I just had a bunch of shit going on and a shortage of motivation. Now that I'm back, I plan on staying back, and maintaining a reasonable update schedule -- once a week, at the least.
With that said, let's get on with the business of deciding what the evil party is up to. Do you want to see strife, war, or pestilence? Vote now!