Part 9: Promotions 3: Promote With A Vengeance
Update 009: Promotions 3: Promote With A Vengeance![](1-Tag.jpg)
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Right, so I decided I was properly decked out to handle Corlagon's Estate now, potentially jumping Richmond ahead to the most-promoted character if we find the Crystal of Terrax in here.
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It's another one of the "dungeons as a maze, not a place"-dungeons, which is a shame, because there could've been a lot of mileage gotten out of building it as a Resident Evil-esque mansion full of secret corridors, ambushes, traps and locked doors. I maintain my suspension of disbelief by imagining this as the basement below the mansion, after the party's gotten through tossing every pillowcase and mattress for gold pieces and quest items.
The party starts almost dead center of the map, in the room that has a little "nub" at the bottom center housing the entrance/exit doorway.
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I also hope you like brown corridors, because this dungeon is incredibly under-decorated. Just miles and miles of brown brick.
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Stat-wise, nothing in here is a threat to us, not specters, not skeleton lords, but they can still age us, stick us with curses and in the case of the specters have a chance to land attacks that instantly drops someone to 0 HP and into the Unconscious state just prior to being Dead. Therefore my approach is generally to lean against doors and roast everything on the other side with Ring of Fire whenever possible.
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Sometimes, sadly, monsters are in corridors and, cleverly enough, spawned midway along them so I can't cheese them, in which case I have to make them eat copious amounts of fireballs and other magical artillery. It's also important to remember to loot the ghosts, despite the fact that they drop no gold, they have a small chance of dropping good jewelry(rings, amulets). Richmond walks out of this with a Ring of Regeneration, which considerably lessens the need for the party to rest and considerably boosts their staying power as a result.
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Welcome to one of the single-digit number of decorations in Corlagon's Estate. A drinking fountain!
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The party does eat some mild aging from the evil spirits, but a lot less than I was fearing. It ends up being only one or two years each.
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In the unpatched game, looking up and down is really annoying, so you could easily have walked out on to the path, been swarmed by ghosts from below and stumbled off the path in a panic. Which is probably what the devs intended. Since I have the superpower of mouselook, however, I look before I step, aggro the ghosts, back up and wait for them to come swarming to the door.
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As indicated by the profusion of yellow dots, it's super effective!
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Then there's this corridor which I don't understand, it has a trigger at either end to warp you to the other end(though you can, in fact, just jump over it if you know roughly where it is.
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With only two monster types and very few gimmicks, there's not an awful lot to talk about in this dungeon.
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Except for the use of some of the cannibal camp props.
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The "overarching" goal of Corlagon's Estate is to run around the tunnels in confusion until you press a sufficient number of skull switches which unlock access to other skull switches until one finally unlocks the last room with the quest item and boss monster in it.
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In addition to preventing falling damage, Feather Fall also slightly lessens gravity, allowing you to "glide" slightly with normal jumps and casts of the Jump spell, and is therefore good if you're trying to break a dungeon by skipping bits of it with clever magic use.
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More ghosts, more skeletons. Busting eventually starts to just make me feel tired.
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This one button is basically what it's all about, because that's the one that opens the boss room, but because the party apparently has arthritic bones, they can't clamber over a waist-high wall to get to it.
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There's thankfully a button around the corner to lower it, but less happily I'm a moron who spots it, gets distracted by a skeleton, and then keeps going without pushing it, fully convinced that I did.
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Aside from pushing that button and fighting the boss, there are only two locations left that aren't long, narrow corridors full of ghosts and skeletons.
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There's the ground floor of the big room, with the now familiar skull piles of Bad Things Happen, Don't Touch Them You Moron.
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And a couple of rooms up north have some of the only actually tomb-y decor in the place, some standing coffins. One of them even has a bit of lore in it!
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As far as reasons for becoming an immortal undead abomination go, "I want to finish my PhD and then maybe get some revenge some day," isn't bad. Now let's go end the "immortal" part.
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Finally pushing that button opens this door and, oh, yeah, you might notice a new face on the sidebar! When I went back to uncurse everyone one time, I got lucky and stumbled into a Banker NPC. They raise total gold acquired by 20% and take 10% of your gold, I'm not sure if they take that before or after the 20%, but either way it's an obvious net gain in terms of income. It feels to me like your best options for NPC's are Bankers(free gold) and Teachers(10% extra XP across the board, in exchange for 5% of your gold. Bring a Teacher AND a Banker and they're basically both free, though you wipe out most of the gold gain).
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And here's the boss chamber of Corlagon's Estate. Let's have a peek inside!
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As soon as you open the door, three Skeleton Lords are right up in your face.
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And if you try to back away for distance, a teleport trigger instead warps you into the middle of the room.
So.
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Instead I wipe out the skeleton lords with Ring of Fire, then open the door and go for the boss.
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And with that, Richmond has secured his second, and last, promotion of the game!
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This is about the last time we'll need to visit Mist for a while, I think the only other time I'll have a reason to visit will be when I complete Newton's council quest and when Richmond eventually hits 12 Water, since the Water Magic Master trainer is hiding out here alongside the Fire and Air Master trainers.
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While it's still a boost, it's a surprisingly small boost for Richmond. Only about a +20% upgrade to both SP and HP, though having everyone Archmaged also unlocks access to the Air Magic Mastery trainer, which Deadeye and Agnes immediately take advantage of. The main immediate advantage of Air Magic Mastery is that it massively increases the duration of Fly, from 10 minutes per skill point to 1 hour per skill point.
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So, funny thing. There was plenty of time... except that I forgot how long training takes in MM6. See, training takes up 8 days of time, and I only paid attention to what weekday it was, not what day of the month it was.
"Oh gee!" I think "It only takes one day to train!" When in fact it took up eight. Long story short, Druid promotions are gonna have to wait.
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Looking over my options, I realized that I could knock out a couple of overdue dungeons and make another promotion happen at the same time.
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Bootleg Bay has two dungeons that I skipped over earlier(and a third that I'm leaving until I get the relevant quest for it), and which we now both have the quests for.
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Pulling up the map again, they're the structures at 22 and 18, the Temple of the Sun and the Temple of Tsantsa, which I'll be assaulting in that order.
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Oh, another thing that master Air Magic does for us is nudging up the amount of projectiles from a cast of Starburst from 12 to 16. This means every cast drops 16x(20+Air Skill) damage on the battlefield below. It absolutely trivializes everything on the ground in the areas we've already been in(Frozen Highlands excepted), and is a great option for softening up larger groups even in the later areas. Of course, against flying enemies it has some issues. If you can lure them down to ground level by kiting them some, the explosions can still rip them up, but that usually involves getting dangerously close to the site of an orbital bombardment.
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Welcome to the scenic Temple of the Sun!
Also welcome to die. It has a very rude entrance.
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It's a pretty simple structure that starts off by putting you in a shooting gallery with about a dozen Monks or so, most of them Master or Initiate Monks, I don't think there's even a single Novice in sight. We're not far enough removed from last time we fought them for this to quite be effortless.
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I get overconfident after getting some cover and taking down a couple of monks with lucky shots.
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I think it literally couldn't have been cut closer.
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Coming back in again, though, at full power the remaining monks are no challenge for us.
Also, if you look at the minimap you'll see the third important change that Air Magic Mastery brings, now Wizard Eye sometimes, sort-of, kind of, pseudo-reliably also indicates doors, levers and lootable chests, except when it doesn't.
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Master Spirit Magic is gated behind the second Cleric promotion. The only really important thing it does is turn Lucky Day into an all-party buff, and as Luck factors into literally every thing that's rolled except for damage, that's a nice deal. It applies to resistances, chance to avoid conditions, chance of hitting enemies, etc. it's all-round very good shit.
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Note how upgraded Wizard Eye doesn't indicate that the corners of the main room can be opened, though it's extremely obvious, so no great loss. In any case, the left entrance leads to this little bedroom.
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The cabinet in the corner has the chalice, but be sure to click it again because it'll also dispense an item that has a chance of being quite high-level. I got a high-level shield that'd be great if I had anything resembling a shield user on the team.
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It really is a very good loot room, about a half dozen stat-boosting barrels and close to ten chests with randomly generated loot. Just one issue.
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Let's see how the encounter goes!
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Turn one he rushes in and smacks Agnes unconscious with a single strike(or possibly a Finger of Death that just KO'd her rather than kill her outright?). Let's just rewind and get a do-over.
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Second try I lure him out into the main room and hide in the bedroom while blasting Ring of Fire through the wall to do damage to him. It won't get anywhere near killing him, in part because he has a ton of hit points and in part because on average every cast is reduced by 30% of the damage it does, but I'll take every advantage I can get.
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All of Richmond's mana doesn't even amount to a 50% reduction in health for the minotaur king, definitely the toughest single enemy faced so far and probably the toughest the party will see for a while.
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But somehow the dice roll the party's way, and with considerable Heroism-boosted hacking, they manage to chew him down before he drops one of them. He casts several Fingers of Death, but they manage to resist every single one through unfathomable luck. Like, the damage they took wasn't even over multiple blows, but usually just the result of one really solid whack from the big pile of beef.
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Still, you don't need to beat him up, so it's kind of an optional battle like the Dragoons' Caverns basement, except this time there's actually a really nice reward for it. Most of the chests just have vendor trash, but gold is important, too, and the party does snag a couple of good rings and amulets to boost their resistances.
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Next up...
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One of the worst dungeons in the game!
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Now, I don't mean it's bad in the sense that it's extremely painful to play through or filled with super-nasty tricks or anything. It features, in fact, very little bullshit or trickery.
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Which is basically the problem. 99% of the dungeon is just narrow corridors with the occasional room featuring a trio of Cannibals/Headhunters/Witch Doctors or a few snakes(absurdly, I have more trouble with the Queen Cobras than anything else in the dungeon despite their ostensibly being starter area monsters). You could either clear it with the occasional cast of Ring of Fire which one-shots almost anything in any of the rooms, or just by swinging your swords a lot. It has exactly one(1) trap.
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These tiles do minor damage if stepped on, ooooooo, amazing.
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Hacking, slashing, hacking, slashing, I barely even bother to cast any spells and just power through on pure bless/heroism-fuelled mangling. There's nothing exciting in the way of drops(except for some bones which are worth a nice amount of gold and neither are there any lore letters or the like to spice things up even slightly. This is about as close as we get to a dungeon that's completely unconnected to the main plot, it wouldn't even exist if we weren't here to rescue some dude from Free Haven's friend that got stuck here...
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Oh right, and I guess I missed there are a couple of pits you could technically fall into. Except all that's at the bottom is like a single snake and I don't even think they're deep enough to do more than a minimal amount of falling damage. They're also narrow enough that you can LITERALLY jump across them with the game's anemic jumping mechanics.
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Much like Corlagon's Estate the only thing you'll be looking for here other than things to mangle is a number of levers to pull, some of them raise/fill the pits, but most of them open the plates hiding other levers, eventually allowing you to pull the final lever.
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It also amuses me that gravity doesn't work for NPC's until they're perceived by the party.
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This big door is the thing that we're pulling all the levers to open.
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Once a gain a single Fireball or a couple of Ring of Fire casts will clear out a room like this no effort and the only real "danger" is a Queen Cobra biting someone and landing some poison, though at this point I have both Cure Poison and the SP pool on Bobelix to just remove it every time.
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The fucking game had been boning me on finding Remove Curse at any Guild of Spirit for ages now. So finally getting it is a dream.
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The game handles it a bit oddly, just entering the Free Haven temple deletes the chalice from your inventory and marks the quest as completed with no conversation option or anything. I think it's the only quest that works like that since every other quest item is handed over to an NPC via a dialogue option.
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Yeah, so, as anyone who pays attention to the UI might've noticed, I A) forgot to buy rations(which makes everyone Weakened on arriving in the Frozen Highlands, not the worst result) and B) I forgot to drop off Sherell for the quest.
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I'm good at this game!
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Shortly after arriving a Harpy punches Deadeye drunk and I take to the skies to drop spells on the local ground folk. Meteor Shower does roughly the same as Starburst does, on paper, albeit a different element, but because the projectiles fall much slower, there's a greater chance of the enemy having dodged them by the time you pop them out of the sky. I suppose you COULD just hit turn-based mode and THEN drop them, but if you're mostly doing real-time, as I am, Starburst is made superior by this minor difference.
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Arriving on a red carpet of corpses definitely beats running into town while crying because the NPC's won't leave us alone.
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I love that he praises us for what's probably the easiest road to dual promotions in the game. First we found some subcontractors and then we beat up some monks for a cup. Admittedly the monks were kind of feisty, but it was literally just one room of them, we could have completely ignored the minotaur if we wanted to.
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Status Update
Council Quests completed: 1 of 6, Lord Stone is still our only friend.
Promotion Quests completed: 5 of 12, we haven't started on Druids, Knights or Archers yet, but we've completed Sorcerers and Clerics and gotten started on Paladins.
With the equinox delaying any potential druid shenanigans(since solstices work as well as equinoxes, I can go take a shot at it in September), I'm currently waffling on what to do. It's tempting to take a crack at Lord Stromgarde's fortress to get started on the Archer quest, but at the same time we could also go take on the boss fight against Longfang Witherhide to finish off the Paladin line. I also realized I could go do the first Knight quest with effectively zero effort(we just need to find a non-signposted NPC that I'd been failing to trip over for a while now).
Alternately, it's also very tempting to just spend a month or so dunking on an unrelated dungeon to get a bit more power before taking on the monsters in Silver Cove.
Feel free to vote for the options:
Druid: Some unrelated levelling and then a run at the Circle of the Sun as soon as possible.
Paladin: Dragon fighting in the Mire of the Damned
Archer: Retaking Stromgarde's keep for him
I'll be doing the Knight promotion alongside any other one simply because it's so non-effort.
Junpei posted:
what magic are building towards on these characters? I assume with Richmond as the only Light/Dark caster you're keeping that open for him, and because Deadeye and Bobelix are less capable casters they're going to focus less on 'throw spells at the bad guys' and more buffing/utility stuff, leaving Agnes as basically the main healer (with some damaging elemental spells for if there's downtime and nothing needs refreshing).
Deadeye: Almost purely invested in Air Magic so far, mostly used for casting Wizard Eye, but I also like him having some zappy magic for the physical-immune enemies that pop up from time to time.
Agnes: Air, Earth, Body and Mind Magic are her main investments so far, though I'm looking to take her up in Water next to have a secondary caster for Lloyd's Beacon and Town Portal.
Richmond: Fire Magic and Water Magic, with, yes, a lot of his points being kept in reserve to be spent on Dark and Light magic.
Bobelix: Spirit and Body Magic, which isn't being used for combat but instead just for buffing and curing. Once Richmond gets sufficient Dark and Light magic, he'll be almost purely on curing duty with his magic since Dark and Light eventually replace 90% of the game's buff spells.