Part 8: Big Decisions, Part 2
Update 08: Big Decisions, Part 2

The reason I was turning down all those other characters was because I wanted Flamdring.


The Archangel Wings are an excellent cloak for Necromancers and Dark Elves(assuming your Dark Elf ever casts any spells), the resistances are good on everyone and the feather falling... is pointless on everyone since there's no point where you can do a skip or anything by letting every party member but one die. You get access to full-party Feather Fall super early in any case. Maybe if you're doing some sort of no-elemental-magic run you could slap it on a priest, let the priest survive in a few places, and then have them resurrect the rest.

Spiritslayer is decent IF you're bringing a Knight, but that requires either associating with the dickhead Dragon Hunters or bringing along the one guy who got stuck in the Temple of the Serpent way back near the start of the game, but at the same time, dual-wielding swords will almost certainly get you better returns than using spears.

The Blade of Mercy is decent except that Necromancers are kind of shit at using daggers. If it was usable by vampires or dark elves, it'd be a decent weapon, but for necromancers... bit of a shame.
Now, we're going to the Ravage Roaming to find Korbu's crypt.

...

Ha ha, no, we're getting paid to get those back in primo condition.










The Crypt of Korbu is this brown terrain pimple that was guarded by all the wyverns the first time we got to the Roaming.





This encounter absolutely pantsed me the first time I came in here. The Efreeti are not fucking around, and if you aggro all of the ones in this entry chamber at once, they're pretty capable of dunking on most parties, because it's relatively easy to get through the wyverns, and then the Efreeti just suddenly bump the difficulty level up.

While they're more fragile than dragons, easier to hit than dragons and do less damage than dragons, three things make them more challenging. Firstly, you're fighting them in a phone booth where it's hard to dodge them. Secondly, about every third of their attacks is instead a Fireball which, being explosive, will hit the entire party at once. Thirdly, their resistance to Physical damage, which will, aside from dragon breath weapons, probably be your biggest damage source, of damage dealing. The first time the party walked into this encounter, none of them walked out, and the second time, where it worked, it only did so because I clonked half the Efreetis and then ran out again for a nap(the Efreetis being too polite to walk out the door and shiv everyone in their sleep), before coming in for the rest.









Even the successful fight against the Efreeti leaves the party pretty well dinged up, but at least the traps are quite easy to circumvent. If you just walk to the side of the chamber, they're so trivial to jump across that I never fucked it up and, thus, aren't quite sure what they do. Knowing MM traps, though, probably something explosive.


Inexplicably, the exit is a blank wall that functions like a door. The weird thing is that it doesn't show up as a secret despite Ithilgore having enough Perception to spot the traps earlier(and all Perception or Disarm Traps in a given area will ALWAYS be the same difficulty. I still can't believe that something as basic as "how do Disarm Traps and Perception function" aren't explained in the manual for the damn game. It doesn't do it for MM6, 7 or 8 as far as I'm aware.



Bafflingly, the next chamber is filled with Nagas which are, compared to the Efreetis, super weak weak. I can see starting off a dungeon with weak enemies and then advancing to tougher ones, but front-loading with an absolute dickpunch and then letting the player just waltz through the rest? Just why? They're a lot more fragile, worse resistances, less powerful attacks... they do have a ranged attack, which would make them a bit harder to deal with except that, well...




The peculiarities of the MM "AI" "pathfinding" means that about half the nagas will inevitably navigate into these little sarcophagus nooks all around the room, climb on top of the sarcophagi and then promptly get themselves stuck in the geometry.











So here's one of the rare times where the game requires you to think a bit and doesn't immediately hand you the answer, but does in fact allow you to find it. We've been finding this vampire's diary entries for a while now, and one of the last ones we found was...

Each note mentions the next place she plans to head, and the Cyclops' Larder is the only place we've yet to visit. So it allows us to, at least, make an educated guess about where to find her next, though it may just lead us to another clue-note.










I like that the sarcophagus is, in fact, fucking huge.




In the southeastern part of the Ironsands there are a LOT of cyclopes around, so, hoping to speed things up a bit, I sweep in low over the first mob and drag them towards the second mob... and discover that apparently there's a limit to how many NPC's can be "active" at once, as a number of cyclopses just stop moving as the two mobs get close enough to each other.


And I spend so long murdering all the cyclopes from the air that the lighting engine abruptly shifts from day to night-time while I'm busy piling up more corpses than grains of sand in the desert.

The reason this is possible at all is because the cyclopses have no ranged attack, which is a bit odd, because I distinctly remember them hurling boulders in the Heroes games(and their attack animation here is literally them hurling boulders! It's like the Dark Dwarves having crossbows but being melee attackers...). In terms of raw stats and damage, they're about as threatening as Nagas, but their ace in the hole is that all three tiers have a chance of Paralyzing if they hit you, which means that you should always cheese them as much as possible from a distance, since their landing a couple of lucky paralyzes would have much the same effect as their landing several save-or-die attacks. In any case, out here they just exist to die for my amusement since I've taken to the skies.


Look at all that carnage, now no one can stop us from busting into the Larder.






















Yeah, Maylander gets to experience this dungeon paralyzed and silent because I didn't notice a single cyclops sneaking up on the party and of course it whacked the one person in the group who can actually cast Cure Paralysis.




The kitchen has a similar shaft to the one the entry hall has, and if you drop down...

You get a room containing fucking nothing whatsoever.



Back upstairs, a lever in a closet(of course positioned so that when you look inside, you can't see it, you have to walk to the very bottom of it and turn around to spot it at all, dick placement, NWC) opens a secret door revealing an elevator descending into the bowels of the Cyclops Larder.






You can open the cages and let the peasants out, but they don't even thank you for it or otherwise respond to it, or have any dialogue, which feels a bit odd. Maybe like the human peasants hanging out with the medusas in MM6, this is actually a weird but consensual thing.







A last batch of cyclopes guard the final cage and the dungeon's final chests, behind a few traps that you can effortlessly jump over.


One chest contains a Potion of Rejuvenation for removing aging. Now, MM6 had a shitload of age-causing ghosts in the Mire of the Damned and a few dungeons. MM7 had a ton of aging ghosts in the Barrow Downs. MM8? Has nothing at all that causes aging except casting Divine Intervention. Still, I suppose, if you cast it too much, Rejuvenation potions are the only way to undo it.








Have I mentioned how much I love that I can actually Town Portal to Shadowspire? How much better it is than anything about the Murmurwoods? And how much I hope you guys will vote for me to side with the Necromancers because they feel like they're so much not dickheads like the priests?


This promotion is pretty damn important for Vampires. GM dagger skill is a nice boost to their power and having their spell abilities upgraded to Master means you get access to a lot of important buffs/protections/cures either as a backup or if you're entirely choosing not to roll with a Priest of the Sun.







VOTE
Short of getting Arachne promoted to a Lich and a few minor sidequests like finding an exciting puzzle box, we're about done with things to do other than continuing the main storyline. We can't even go find the Obelisk treasure or complete the Arcomage championship because the storyline is required to give us access to the final overworld area.
Priests of the Sun or Necromancers?
I really want the vote to go for the Necromancers, but I'll obey the way the votes go!
And as usual, if there are any party members you really want to get rid of or other changes you want me to make to the lineup, go ahead. Dyson Leland is a required recruit for the next part, however... so...
Should Dyson Leland replace Maylander or should we double up on clerics? And if so, who are we dumping to make space for him?