Part 3: Pest Tourism, Part 2
Update 03: Pest Tourism, Part 2


Yes, that is the same still they decided to use for the main menu, inexplicably.




The instant you enter the cave, you're set upon by enemies. Now, can you tell me what the biggest threat is here? You've got a ratman with a sword, a human and a rat. The answer? It's the fucking rat! Those things are nasty in here.


So first things first, everything in here can disease you, though thankfully it only happened to the party once, further supporting my feelings that something in the deeper mechanics makes getting stuck with conditions rarer than in MM6, the only exception being the Maze in MM7 and the fucking Death status effects from Minotaur Lords. The humans are implied to be shapeshifters and the rats their shapeshifted forms, and generally what the humans do is keep distance and shoot at you. I think the reason they don't disease you is because their ranged attack is actually a spell and thus does not have the side effect of their melee attacks. The rats, on the other hand, are outright nastier than Dire Wolves despite just looking like rats and will absolutely fuck you up in sufficient numbers, especially their tier 3. Thankfully they're also the rarest enemy in here.

Pictured, Arius getting diseased by a rat. Real nasty-looking, like he's got maggots under his skin.




Actually seeing it requires Perception 8 which you're unlikely to have since the Expert Perception trainer is in a region you have no reason to visit yet. It's also worth noting that the chest in the Dire Wolf den had a trap difficulty of 8(they're 6 in here), neither of which you're likely to be able to handle unless you get the Expert Disarm training from one of the lizardmen on Dagger Wound Island(in an oddly prescient move I did just this for Elsbeth off-screen, just in case people wanted me to dump Arius, though he's technically better at handling traps with a max rating of Master).


Perversely I'd say the smugglers' lair is actually easier than the Dire Wolf den simply because you have plenty of space to retreat and maneuver, as well as choke points like the secret door near the entrance that keeps them coming in dribs and drabs rather than all at once.


Between these two screenshots I went back and got Arius de-plagued and, notice something different? That's right! Barrels you've drunk from actually get removed when you leave and re-enter maps, which is great, makes it easy to see whether you've missed a barrel or not.











Once again, a suspicious featureless wall after clearing a room with no chests or the like in it means they're trying to keep you away from the good stuff.











The chests in here generally have a step up in loot quality compared to everything we've seen so far, so there are a notable few upgrades for the crew in terms of armor and weapons, as well as a few misc. items.







I'd say about half of the smugglers' caves are entirely optional, if you really just want to get to Arion Hunter, you can pretty much just move in a straight line from the entrance, though that'll miss you out on most of the loot the dungeon has.



There are two doors in this room, one of which leads more or less straight to Arion Hunter, so obviously we're taking the other one, because there might be loot there.


So this room is interesting because all the loot is at the edges, but if you walk across the center of the room, you get blasted from those gaps in the ceilings. It's a bit disappointing that they didn't work a bit harder to lure you out there, like maybe placing a chest in the center or having some nice alluring chests on the far side of the room when you enter, that sort of thing. Or heck, maybe some ranged enemies on the far side behind a little gap or something so they'd stay there and snipe, further attempting to draw you in, but as it is, I imagine many people would miss the traps purely by accident.


Since it's an RPG, all rumours are correct and the pirates do have an anointed herb potion for the lizardmen! I promptly forget all about it and never go back to Dagger Wound to return it.







Since there are none of the killer rats around(they appear to be intended as polymorphed versions of the smuggler mages), this last roadbump is actually pretty easy to handle. But before going to see Arion Hunter past the big doors at the end of the corridor, anyone coming here should check out the right side of the corridor first.




While this area conceals no unique, quest or lore items, it does have six containers(two chests, four dressers) full of decent loot, in this case including multiple expert-level spellbooks that the party didn't already have(no super useful spells, but still).






I love that Arion is believably baffled by us going so far for a letter. It is mildly sociopathic when you think about it.





Time to head back to Elgar and cash in.


Which also seems like a good time to have a look at the wardrobe makeovers since the party's inventory images last got posted.

The main thing for Arius is a big new axe, a two-hander. Interestingly enough, they were actually smart enough to make it so minotaurs couldn't wear boots or helmets. The lack of boots is actually a bit of a shame since there are several good enchantments that seem to roll more commonly on boots than anything else, mostly regeneration-related ones.

I've neglected to update Elsbeth's shield since I expected to swap her to dual daggers any moment now, but she does have a new shirt that isn't like twenty pounds of leather and a new mainhand dagger that looks more like a fancy machete.

With the jaunty hat, staff that no longer looks like a log full of nails and less military-looking(but more preotective) leather armor, Arachne now actually looks like a lost tourist rather than a mercenary with bad taste in tattoos. She's still suffering a bit from the fact that Dark magic training and purchasing is some distance away yet. I think that's one of my bigger bugbears about this game, there's only one trainer for each tier of anything, and not all towns have all variants of spell merchant, so without a guide and a willingness to circumvent the intended progression a bit(like with Garotte Gorge), there are some skill upgrades you have to wait on a somewhat unreasonable amount of time.




















Now, first time you meet the Dragon Hunters you might recall the dragons from MM6 and 7 who just attacked on sight and were general menaces, but here... they're actually peaceful, unless fucked with.



















So Ithilgore is a member of the "hidden" class you can't start with, Dragons. Their thing is that while they can't equip anything other than rings and amulets, they have built-in armor class, resistances, hit points, spell points, stats and damage that make it un-necessary. Yeah, that's Ithilgore's base damage, at both range and melee.

And this is after I spend his starting skill points on beefing up his "Dragon Ability" skill. On top of that they can Grandmaster Identify Item, Perception and learning, Master Alchemy, Bodybuilding and ID Monster and gain Expert in Regeneration, which is not to be sneezed at. We'll go over spellbooks at the end of this update, but suffice to say that theirs further rounds them out as really, really good. Honestly every party should have at least one, possibly two. If you roll with a Cleric, a Necromancer and two Dragons, the only thing you're missing is a Minotaur or Dark Elf for Disarm Traps and you'd be set for every skill that mattered.
While we're here, let's also go visit some of the other dragons in the caves, which, sadly, don't look very interesting.















Back to Ravenshore and then leaving the map to the north and we enter Alvar. It's generally a bit more barren than Ravenshore, and gives a feeling like being at the foothill of big mountains.


It also has a couple of small villages with all of MM8's Ore Gacha people, which feels a bit strange considering that with Ravenshore as the geographic center, it would make more sense for them to have all of the useful merchants and services.

Oh, and it has ogres.

Despite their menacing appearance, they're actually no stronger than the rats back in the smugglers' hideout, though with an ability to break weapons rather than disease us which is, at the moment, actually slightly more annoying. Their tier 3 type, the Warleaders, would also absolutely be the toughest enemies we'd faced so far in terms of hitpoints. They also drop ears when killed sometimes, which an NPC in Alvar will let us trade in for gold, and we'll always need gold.














As long as we stay on the roads, though, that first Ogre encounter is the only fight we'll run into unless we explicitly go looking for some, which makes good sense considering that it's apparently a major route between two large towns in Jadame.







Almost every NPC dwelling in Alvar is a trainer, which is a bit sad, I kind of miss the larger amounts of "lore" NPC's present in MM6 homes compared to MM7 and MM8, but I guess maybe it took more dev work to actually draw NPC faces than when they could just slap a funny hat and a cravat on a relative and take a picture.























So Rohani is the only person that wants to come along with us for now, and she's level 5. For comparison, Arachne and Elsbeth are in their teens, level-wise, and unless someone was intentionally sequence breaking, they wouldn't reach Alvar anywhere near level 5.
Everyone else here doesn't want to come with us, for instance...





And a lore NPC since I found him in between those two. Their reluctance to join us gets even funnier in the light or something we discover in a short bit.










Might and Magic is a very dark and serious setting, guys, very serious. The seriousest.

This leaves us with just one last house in the main city, and why Rohani and the reluctant Dark Elves are so funny.



So the thing is that Cauri Blackthorne is, predictably, the level 50 Dark Elf recruit, but, if you have some good moves or better yet a source of Flight, you can find and recover her relatively easily, at which point she becomes recruitable with no ifs or buts, just right out of the gate. Hell, I'd say there's even decent odds you might find her for this quest "naturally" well before you satisfy the requirements for the two picky Dark Elf dickheads hanging around Alvar.




As far as I'm aware, Vori only features in one Heroes of Might and Magic game, and otherwise never, which is a bit of a shame. MM7 could've been brightened up by a snowy region. I wonder if it was originally planned to feature in that game in some way.

There's also yet another quest for dealing with Zog, seems like everyone wants to be rid of him.














VOTE
Who stays and who goes? I'd be happy to continue the Revolving Door policy, but I need some clear slots for it. Personally I'd be sad to give up Elsbeth or Ithilgore, since they're very much at the heart of the party functioning at all(cleric magic and big numbers), but I'll obey the thread.
MAGIC OVERVIEW
Now that the party has Expert magic as well as all three types of "species" magic represented, it seems like a good idea to have a look at what new additions there are. The elemental, cleric and mirror path spellbooks are entirely identical, even if some of the usefulness calculations are different now that we have Dark and Light magic from chargen(mostly it rolls towards: "use Dark and Light magic rather than the worse alternatives, you moron"). There are also a few oddities like there being a Hammerhands spell(Monk buff from MM7) when there's no Monk class(maybe it works on Dragons, too? Since they're technically unarmed?).
Dark Elf
Glamour
quote:
This ability grants the caster a more appealing manner and appearence to whomever the Dark Elf deals with. The net effect is a bonus to merchant skill for the duration of the ability's effect.
Normal and Expert: lasts for 5 minutes per skill point
Master: 1 hour per point of skill
Grandmaster: Larger bonus to Merchant skill
Glamour is probably one of the best reasons to bring a Dark Elf, simply for the way it helps trivialize the game's economy. The game is very vague about how big the boost it actually is, though, not even the strategy guide helps define it.
Travelers' Boon
quote:
This ability simultaneously casts Torchlight, Wizard Eye, and Featherfall.
Expert level: 30 minutes per point of skill.
Master: 1 hour per point of skill
Grand Master: No progression
Useful except that Dark Elves can already cast all three spells and they're not particularly expensive. I guess it saves a small amount of time?
Blind
quote:
This ability strikes the target blind, preventing spell casting and missle attacks by the affected creature, and forcing the creature to wander aimlessly for the duration of the ability.
Master: 5 minutes per point of skill
Grand Master: 10 minutes per skill point
Status effect, garbage.
Darkfire Bolt
quote:
This frightening ability grants the Dark Elf the power to wield Darkfire, a dangerous combination of the powers of Dark and Fire. Any target stricken by the Darkfire bolt resists with either its fire or dark resistance whichever is lower. Darkfire Bolt deals 1-17 points of damage per point of skill.
It scales almost twice as fast as Toxic Cloud, but also costs twice as much to cast. Still, it's probably the best offensive spell a Dark Elf could bother to cast. The resistance effect is a bit odd, though, since there's almost nothing in the game with a worse Dark resistance than Fire resistance.
Dragon
Fear
quote:
This ability allows the Dragon to strike fear in its opponents thoughts. If the target does not resist the effects, it will flee in panic for the duration of the ability.
Normal: 3 minutes + an additional minute per point of skill
Expert: 5 minutes + an additional minute per point of skill
Master: affects the chosen target as well as any other creatures in the immediate area
Grandmaster: affects all creatures in view
Status effects are usually trash, but could be effective at Grandmaster level.
Flame Blast
quote:
This ability is an upgraded version of the normal Dragon Breath weapon attack. It acts much like a fireball, striking its target and exploding out to hit everything near it, but Flame Blast does much more damage than does a Fireball.
Expert level: 10 points + 1-10 of damage per point of skill.
Master: 11 points + 1-11 of damage per point of skill.
Grand Master: 12 points + 1-12 of damage per point of skill.
Almost as powerful as Toxic Breath, but also explosive and doesn't detract from casting other useful things. One of the very good things about having a Dragon along aside from their just being generally badass.
Flight
quote:
This ability allows the Dragon to carry the party in flight. This ability is very expensive and only works outdoors, but is very useful. Flight will drain 1 spell point every 5 minutes it is in use (i.e. when you aren't touching the ground).
Master: 1 hour per point of skill
Grand Master: no longer drains spell points
Not explicitly better than casting Flight with Air magic, but thanks to their mono-skill focus, Dragons are almost guaranteed to have access to it much earlier.
Wing Buffet
quote:
By use of this ability, the Dragon is able to use its wings to push back all attacking creatures within range of its wings, effectively placing them out of melee combat range.
If you're fighting exclusively melee enemies, this kicks ass, since it'll let you snipe them and then push them back whenever they try to get close. Could also have a use for letting you get enough clear space to use explosive spells without frying your own party. Sadly enemies don't take damage from damaging surfaces(though they do take damage from projectile launchers), but this could probably also have the occasionally cheese use for getting enemies killed by the environment.
Vampire
Lifedrain
quote:
Lifedrain allows the Vampire to damage his or her target and simultaneously heal, based on the damage done in the Lifedrain. This ability does 3 points + 1-3 points of damage per point of skill.
Normal: used as descibed above healing at a rate of 1/3 of the life drained from the opponent
Expert: recovery rate is decreased
Master: damages potential increases to 5 + 1-5 per point of skill
Grandmaster: damage potential increases to 7 + 1-7 per point of skill
Theoretically a good spell since it lets you recover health, except that Vampires already have Body magic up to Master, and casting Heal will almost always give you more health per SP, as well as more reliably since it's not a random range. Cast this for its damage potential, not its healing potential.
Levitate
quote:
This ability allows the Vampire to Levitate the party slightly off the ground, avoiding damage from drowning or lava, and also avoids setting off ground traps.
Expert level: 10 minutes per point of skill.
Master: 1 hour per point of skill.
Grand Master: 3 hours per point of skill.
This is a buff that no other spell can replicate, and there's no reason not to have it running inside dungeons. It also works as a buffed-up version of Water Walk, and can thus be used for a bit of exploration even if your necromancer doesn't have sufficient Water magic yet.
Charm
quote:
A Vampire using this ability can Charm a small group of targets in close proximity.
Master: 10 minutes per point of skill
Grand Master: Duration is permanent
If it sticks, this would probably be one of the best Status effects to ever drop on enemies. I presume it only works on enemies that aren't Mind immune but... nothing in the text says it doesn't.
Mist Form
quote:
The Mist Form ability allows the Vampire to render itself immune to physical damage. The Vampire in Mist Form cannot perform any physical attacks, they are able to use spells and abilities that are also affected by spells and abilities.
Sadly mostly damage stops being physical at all outside of the early game, so by the time you have Grandmaster Vampire tricks up your sleeve, generally enemies will be hitting you with spells and elemental basic attacks anyway.