Part 15: Fubar in the Sky With Diamonds
Update 8: Fubar in the Sky With Diamonds








There are clusters of 10-25 gems scattered around the clouds, ripe for the plucking. An extra few dozen gems isn't a huge deal, but it's something.



There are four statues like this in the Witch Clouds. It's possible to decipher them, but we need something that we don't have yet.



If a party without the Crusader skill tries to take one of these offerings, they'll suffer damage. If a Crusader takes it, they'll receive a random low-to-medium-level sword of some kind. I think there might be a hint about this in a tavern somewhere, but since completing the Witch Tower quest makes everyone a Crusader automatically, you're likely to stumble into meeting the requirement without knowing that a requirement even exists.


Lightning can strike up here without warning, so keep Protection from Electricity up. It only does 15 points of damage, fortunately.

Harpies, as I mentioned last time we were up here, hit for decent amounts of magical damage. They'll relentlessly target Archers, to quote the hintbook, 'for reasons peculiar to flying creatures'. The Harpy Queen has more HP and stronger attacks, but not by a huge margin, and will spread her attacks out among the party members. She can also inflict Weakness, but that's no big deal.




Destroying a harpy nest awards 5,000 experience to the party. If you don't destroy all the nests, the harpies will respawn if you leave the area for long enough, but they don't give enough experience to make it worth farming them.






I've got a little confession to make: I included the Witch Clouds voting option, despite knowing that it wouldn't take very long to do everything we could there, so that if you voted for it I'd have an excuse to get some more outdoor exploration done in the name of fleshing out the update. I'll come back and finish the last few things in the Witch Clouds once we have the ability to do so.


We've just managed to complete a quest, and earn 15,000 experience for it, without actually having received it or learning what it was or why we wanted to do it. If we'd come to see Orothin before finding his whistle, we'd have received the following dialogue:


Sure enough, on the islands east of Orothin we can find two statues and touch them to gain Cure Poison and Cure Disease.

The Cure Poison island also contains a Shrine of Poison, granting temporary poison resistance to the party. A shrine like this would be a good place to set a Lloyd's Beacon if you know you're going to face something with powerful poison attacks.


You'll occasionally see bottles like this floating in rivers. They can contain either messages or items: there are a couple of others nearby with Enchant Item scrolls in them.








Throwing a coin into this well grants a temporary +60 bonus to Luck. This is most useful if we're about to face enemies that can inflict dangerous conditions, like the Yak Master.



There are several outposts like this in and around the mountains near Vertigo.

We probably should have cleared them out quite a bit earlier than this, if we wanted the rewards to still be relevant. Oh well.






The rewards for these caves are quite a bit better than the ones from the outposts, and the danger isn't that much greater. We get 4000 gold and some low-level random items from each cave we loot, too.

This well on the north side of the Red Dwarf Range grants a temporary +50 Speed. Many enemies are fast enough to outspeed the party, but very few are fast enough to outspeed the party by 50 points, so this can grant you a first-round advantage in combat as well as a few extra points of AC.

And this shrine is good for a temporary +50 to fire resistance.



Spot Secret Doors is taught out of a wagon off the side of the road west of Vertigo, and it's well worth the price if you didn't make a Dwarf. The gargoyle in the lower right of the view area will wave its hand if a party member has the skill and the party is standing in front of a false wall that can be bashed down.



The Merchant skill halves buying prices and doubles selling prices, allowing you to buy and sell items at cost. It really will pay for itself pretty fast, and is worth getting as soon as you can spare the money.

That cave just to the east of Joe is an entrance to Dwarf Mine 4, which as you may remember we couldn't quite fully explore when we first went there on account of the water.

There's not a lot to see in the newly accessible areas apart from several giant spiders, a couple of empty beds and crates, and one chest full of gold. Still, this is more than enough to pay for what we spent on the Swimming skill.

There's also an Elemental Shrine nearby, granting minor temporary resistance to all elements. This doesn't stack with the stronger resistances from the shrines of specific elements, so it's mostly useful if you haven't yet found the shrine for the element you want.





This is part of a quest chain that we won't be able to complete until we've done quite a bit more exploration. But that's okay, because the reward isn't one we'll need for a while either.

Here's that ferry to Rivercity that I was talking about in the last update. But what's that on the minimap to the southwest?





The fountain grants a +10 temporary bonus to Intellect and Personality. It's not as useful as it could be, since it doesn't increase your current spell points to their new maximum amounts.







And that about wraps up our little tour of the southeastern quadrant of the world map. Next time, should the party enter Castle Burlock or do some more outdoor questing first? Vote now!