Part 21: Branching Out
Update 12: Branching Out


Ogres aren't particularly dangerous to the party at this point: they resist elemental damage, but have weak attacks and only a moderate amount of HP. The most notable thing about them (apart from how goofy-looking they are) is that they have a ranged attack, which can be annoying if they're shooting at you from across a river.




Destroying the lair gets us 100 gold, some very low-level random items, and no experience. We've got around 300,000 gold in the bank as of the end of this update, waiting around for something to spend it on. Ogres aren't rich.

Fortunately, Captain Nystor is. We earn 40,000 experience and 20,000 gold for helping him. Not bad for such a simple quest, although the experience award is kind of a drop in the bucket now: from about level 12 onwards, the XP/level curve flattens out at 1 million experience points per level.






I've recorded a video of Carlawna for your listening enjoyment: even by the standards of this game, her voice actor overdoes it juuust a little.









The lands around Asp are infested with Gargoyles. These creatures aren't too strong or tough, but they have four physical attacks per round and can inflict Paralysis. A paralyzed character can't act: fortunately, the condition can be cured with rest or the Cure Paralysis spell. Just make sure not everyone gets paralyzed or it's game over.

Closer to the desert, we also start to run into Giant Scorpions. They're immune to poison and resistant to other elements, have a decent amount of HP and a single strong physical attack that can inflict Poison. The game considers them to be insects, so if you've come here with an underlevelled party and are having trouble, four shots of Insect Spray will kill them off.

A little further southeast we can find Jousters, who also have a single strong attack and higher AC than Giant Scorpions, but less HP and no elemental resistances. They drop a generous 2000 gold each when killed.





Just a little bit to the northwest of Castle Burlock is a well that grants a temporary +50 Might to whoever drinks from it.



The mountains a little further west of the ogre lair are full of Barbarians. They have a very solid 200 HP, attack twice per round for decent physical damage, have high elemental resistances and will selectively target Sorcerers. If your Sorcerer gets knocked unconscious while fighting Barbarians, you might just want to leave him that way, because keeping him in the fight with broken armour is more trouble than it's worth. On the bright side, Barbarians have a chance to drop fairly high-quality items.



No gold or gems for destroying this camp, but we do get several more high-quality items. In particular, Flench gets a pair of Gold Gauntlets to help boost his flagging AC.



The Warzone, which you may remember some woman in the Rivercity tavern talking about, is a big empty arena decorated only with a few skeletons. There's no treasure to be found here, only war. Once we're in, we can't save until we get out.

At the centre of the arena is a desk where we can go to arrange a fight.


Before the fight starts, we can choose both the number of monsters (up to 20) and their level (up to 10). The highest levels of monster will just murder us, so I go for 5 monsters at level 5.



The group we fight turns out to be mostly Sorceresses and a couple of other enemies. The monsters in the Warzone are partially randomised, but they're selected from a fixed list based on the difficulty level you choose.

We don't get any kind of treasure or reward for winning a Warzone battle, but we do at least get experience for the enemies we killed. Our characters are also granted a special award that tracks our number of victories.








There are a number of enemies in the snowy southwestern regions of Xeen, mostly various kinds of humanoid. Evil Archers have lowish HP, strongly resist electricity, and attack 5 times per round for electrical damage. Obviously, they can attack from long range. Protection from Electricity will negate any threat they pose, leaving us free to kill them for gold, gems and items.


Ninjas are a bit annoying. They have low HP but high AC, and are somewhat resistant to elemental and magical damage, and can attack 4 times per round for physical damage from long range. Fortunately, they're weak enough that at our current levels, Power Shield will absorb most of their damage output.













Behold early-90s-era audio special effects in all their glory. At least, I sure hope that's not what Thickbark's voice actor normally sounds like.







The trolls here appear in larger groups than they did in the dungeon under Castle Burlock, but they're still not all that threatening.



Destroying the Evil Archer camp nets us 20,000 experience, 3,000 gold and 50 gems.





Destroying the troll lair earns us 5,000 gold and satisfies Thickbark.


Super Shelter is a Sorcerer spell that allows the party to rest in some places where they normally can't, like swamps, snow, desert or even water. We also earn 75,000 experience for completing the quest.













A few steps northwest of the Cave of Illusion is this well. Like most of the other stat-boosting wells, it's good for a temporary +50 bonus to the drinker.





The Pagoda is in the snow a fairly short distance south from Kai Wu's tent. To get there, we'll have to fight our way through Ninjas and Snow Beasts. Snow Beasts have high AC and are nearly immune to cold, but are otherwise fairly unremarkable physical attackers.




The party's supply of food is immediately increased by 40 units, which is a little more than enough for 6 rests. More helpfully, we also get 75,000 experience points.

In a nice little touch, if we return to the Pagoda we find that Kai Wu has in fact moved back in.






This is not Vandesloof's lucky update. Cyclopes are quite similar to Barbarians: they have 200 HP, two powerful physical attacks per round, and will selectively target Sorcerers. Their attacks inflict the Confused condition, and I don't rightly know what effect it has, but luckily it wears off on its own anyway. Each cyclops carries 1300 gold and 5 gems.


You know the drill by know: temporary +50 Cold resistance for praying at this shrine. If you were having trouble with the Water Dragons in the sea, this'd be a good place to go for a pre-battle buff.






Unusually, we don't get any treasure or experience for destroying this outpost: we have to go back to Glom for our reward.


Glom's reward is 100,000 experience and some low-level random items. The treasure is mostly useless, but the experience isn't bad.





This well-hidden fountain at the edge of the world grants a whopping 250 spell points to whoever drinks from it. It's an excellent choice of place to set a Lloyd's Beacon.


Finishing Tito's quest is worth 60,000 experience and 25,000 gold. The book is near the far eastern edge of the snowfields, so it's not too hard to find.




So concludes another update. Ms Swallow, Flench and Vandesloof have gained levels to bring them back up to speed with the rest of the party, and I've managed to allocate everyone's equipment to give a balanced and aesthetically pleasing armour class distribution as well. Next time, should the party visit the town of Asp in search of Falagar's crystals, go dungeon-delving for Megacredits in the Tomb of a Thousand Terrors, or continue their outdoor exploration? Vote now!