Part 12: Promotions 6: Top Tier
Update 012: Promotions 06: Top Tier













For some reason it feels like we're hitting a glut of short, simple dungeons right now, including, later this update, literally the simplest dungeon in the entire game. Some of it's probably down to their more hub-based design, which makes them feels less un-ending in terms of exploration, and some of it's probably also down to the party having gotten somewhat ahead of the curve for most of these. I guess it shows how much growing up simplifies the game, because even as a kid and cheating my butt off with save editors, I always felt like this game was kicking my ass.


Snakes aren't a threat any longer, and druids have to show up in really large amounts and really bad conditions to challenge the party, too. I'd say that any time you could bonk the local gargoyles and druids to get to the Circle of the Sun, you could fight your way through the Temple of the Moon.






The temple also features a decent supply of cobra eggs in case we drop by New Sorpigal at some point and want some free money. I'm sure they'll be fine in Bobelix's pockets.

As for the big door at the end of the room atop the stairs...


It's locked and has a plate above it. It's obviously a puzzle.











All the little side rooms are pretty similar. They've got a druid-y setup, like a miniature stonehenge or the like, with an altar, guarded by some monsters. Either snakes, or druids, or...






So yeah, clear the six chambers, press the altars in order, hop back to the big door and its now openable.




I will give them props for not just re-using the same room six times, though. Each of them looks somewhat different.


Opening the door is about the only time you'll have a melee encounter with a medusa without it being your own dumb choice. Still, the party manages to avoid anyone getting stoned by a combination of sheer luck and constantly having so many defensive spells up that the intermeshing magical auras look like the lightshow at a rave.



The last fight of the dungeon is a room that features, predictably, a combination of druids, snakes and medusas including a Gorgon, the top medusa tier and the only one that seems particularly interested in closing to melee rather than blasting at range.

It's one of the good places in the game to use Fireball as it splashes the snakes to ashes even while it blows up the enemy back line of medusas and druids. Also note the party's HP bars, it's a riskless win, but not a painless one.





And the game really does mean midnight. A minute before or after and nothing happens when you interact with the altar, so the party takes a smoke break in the inner sanctum of the Temple of the Moon.


And there we go, that's 10 out of 12 promotions.







A quick step out the back of the Temple of the Moon.

And after a quick rest, the party is ready to kick ass and take names again.


With two dungeons remaining in the area, I'm setting course for the Dragoons' Keep, the easier of the two, because I'm mildly worried that the second could kick my ass. That's not the structure in the distance there, though, that's the scenic Tomb of Ethric the Mad.

















In general, the Dragoons' Keep is safe for us because, as I discovered, I am huuuuuuuuuugely overlevelled and overgeared for it.






90% of the enemies in here are Fighters, Soldiers and Veterans, i.e. utterly chump change at this point.




I don't "get" the rats here, much like I don't "get" the snakes in the Temple of the Moon. They're so completely outclassed that they offer zero challenge whatsoever. I suppose they work as a "flavour" monster to indicate "this place is gross and run down," but then you could toss, I don't know, some slimes in there instead. A good batch of mustard-coloured slime fellas would still give the party some brief pause and at least force them to switch to spells rather than weapons for the duration.
Anyway, they're the guards of the switch at the back, pulling it spawns a few small groups of guards and, together with another switch on the east side of the fort open a door to the basement.



The east side of the keep is more of the same, really, flattening soldiers, stomping rats, finding a lever. Plus these "furniture" items that are usually treasure containers. Here they're still containers, but all of them are empty, for some inscrutable reason. I'm not sure if that's a bug or intended or just a way that the random treasure tables can roll out.


Oddly enough, this lever doesn't spawn any extra wandering patrols in the corridors like the first lever does.


But now the basement stairs are accessible!


Turns out the dragoons have a little prison down here, with three cells. No prisoners to rescue, though, each cell just holds a group of their own people and some rats... and some levers!













So this can be a pretty heart-stopping surprise if you didn't save before coming in here and you don't have a Beacon set or access to Town Portal. You'll probably try fruitlessly yanking the lever up and down.


And to distract you from quickloading, rats spawn in occasionally until...

It would have been much smarter of them to just leave us to starve in the cell rather than trying to hasten our demise.



Anyway, the ambush predictably ends poorly for the Dragoons and also now their little throne room is open.










Cha-ching, it's our first artifact! Also, I believe, the only one guaranteed to be placed in one specific place in the world because it so happens to be a quest item. Back when we first reached Free Haven some merchant complained that his shipment of Mordred, the evil murder dagger, had gotten nicked by bandits. This is it. Maybe we should go return it to him.
(also, unlike every other quest item, it's possible to accidentally sell Mordred to a store, even though you won't even get a fraction of the 20k price. Since the game has no "buyback" feature for accidental or reconsidered sells, that can lock you out of the quest reward)




Good thing the game doesn't measure how much cardio the party's getting.


I spent an embarrassing amount of time trying and failing to find his house because I'm a moron. I think almost ten minutes real-time.




So we get him back his priceless artifact... and he just tells us to keep it because it isn't pretty enough and drops an extra thirty grand gold on top. Mordred, of course, instantly gets thrust into Richmond's hands and will probably never leave them for the rest of the game.














Welcome to the Tomb of Ethric the Mad, some guy back in town wants his skull, we want his loot and also to milk him for the delicious XP that his bones are made out of.

It's not a super complex dungeon and features few mean surprises. The main room is a bit odd since we have to ride up the wooden platforms(they're elevators) to reach any of the doors. Considering that they don't need to be activated and that the level does nothing much with height, it's mostly just a means of making the entrance look a bit weird.
To make the design a bit mad, if you will.



Like the previous two dungeons, there are some pointlessly low-level enemies here. Now, I get that the skeletons and ghosts are for atmosphere, but you'd figure they've have added in a mid-level undead enemy, zombies or mummies or something, to cover this eventuality, that they'd need some undead chaff for atmosphere that the players wouldn't massively outlevel.

In any case they guard these little rooms full of tombs, tomb rooms, if you will.

We want in so we can rob the corpses, obviously.

Though sometimes all we get to steal is infectious spores. Here's Richmond's lungs turning into mycelium. But at this point we can cure every condition in the game bar Eradication and being Stoned, so it's no big deal.



One room on each side of the main entry room also contains a switch we need to press to open up progress, because the northern door starts out locked.


Coming up the elevator, the first room we're greeted with is this, decorated in shades of early decay and with four fireball launchers constantly vomiting up blasts of burny flame.





The exit we want is the northeastern one, the remainder hold nothing interesting except for a few ghosts and some minor loot. This one, though, holds Ethric's skull and some major loot.
(Obviously I still take the other paths off-screen, I'm not passing up loot, they're just not interesting enough to screenshot)







A handful of liches are not, however, a big issue for us at the moment and this little vanguard of the undead gets flattened in short time. Perversely, the worst variant of them for us is the plain lich, not the Power or Greater liches, since the plain liches can cast Dispel magic and strip off all our buffs, as I'm reminded in the next room.
Also, for anyone who was curious, I tested it, and Destroy Undead does somehow deal a different type of "magic" damage that isn't negated by being Magic damage immune, either that or it's simply wrong in every single source and it actually deals Physical or something instead.

Just one lich?

Ha ha, no, like ten of the fuckers.

Who strip all our buffs and then dogpile the party. Time for a hasty retreat.


For some reason Ethric is the one that decides to come out and play, the liches have the "keep distance and fire"-AI set, which generally means you have to come and get them, rather than them coming for you. Ethric himself is effectively just a renamed Power Lich, so by himself and choosing to get all up in our faces in melee, he doesn't last long and we pocket his skull.







Bobelix is wrong about this not being a nice place, though. Those coffins? They're all high-level loot containers.


And one of the things they contain is, at long last, a weapon upgrade for Deadeye. Grand Poleaxes are the top tier of two-handed axe, so from that point on its mostly down to their enchantments how great they are. As you might notice, this means that around now, in the midgame, most of the party already has their end-game weapon types in-hand. From here on, really only the weapon types that grant damage+ at a certain level of mastery are going to continue scaling, damage-wise, aside from the minor damage bonuses provided by Strength boosts or the somewhat larger damage bonuses provided by your Heroism caster getting better.
If you have an Hour of Power caster, the Heroism scaling has a lot more potential(because of the 4x caster skill multiplier at Master level Light magic), but otherwise it's going to increase in effectiveness quite slowly at this point.
Anyway, the dungeon gets looted, and the last few wandering skeletons get pulverized without any drama.


This time turning in the skull to paid doesn't take as long... mostly because I found the skull guy while looking for the Mordred guy last time.




Note that we get roughly a quarter of the gold for braving several tough squads of liches as we do handling a dungeon anyone could do from the moment they had access to Ring of Fire. It really feels like the game was being made by multiple teams that didn't compare notes.







Welcome to scenic Blackshire!

We will not be going to the southern part of the map as it's considerably nastier than the northern part, which can already spring a few asskicking surprises on unprepared adventurers, especially as you can just take a coach ride to Blackshire and end up in the middle of enemy territory from relatively early on.
So what sort of fun does Blackshire have?


On the ground, most of northern Blackshire is crawling with...



The encounter ends predictably.

But they're not all we meet around here, there are also...





These particular elementals are guarding a fountain of Dysenteric Wisdom.





Pretty soon, Blackshire town comes into view.

Looks pretty idyllic.



Unsurprisingly, people in funny hats want us to run their errands to the literal ends of the world.





This one just replenishes spell points.





Sadly, this doesn't actually happen. The peasants remain peasants, even at night.















I also find this guy around the corner from the tower...

Resulting in...

An effective doubling of Bobelix's ability to slice people up. Who's the cuisinart now?







The last errand in Blackshire for the moment is shopping for the last couple of Dark and Light spells that aren't dogshit useless.


Hour of Power adds on a lot of fresh buffs to turn the party into human blenders, and Armageddon has... a use, for later.




And then it's off to White Cap to get Deadeye promoted.


For once Stromgarde's front yard isn't full of vagrants taking pot shots at us, a nice change of pace.


Once again, the big win here is what amounts to about a 25% boost to Deadeye's spell points, because while he can hit real hard in melee, his bow at range will never measure up to the damage that a well-aimed Implosion or Lightning Bolt can cause.
So now we just have one promotion left and I can start calling these updates something else. Well, I mean, I always could have, but it just felt wrong to do it before we were done with the promotions.


The Mire of the Damned has no town portal location, so the fastest way there is to portal to Free Haven and head south.




In case anyone wants a quick reminder of what the Mire is like, you can ignore the entire bottom half of the map. It just exists to waste your time and make you hate yourself since it's crawling with harpies and has no dungeons or interesting encounters of any kind. The three dungeons are at 11, 12 and 16(Castle Darkmoor, the lair of Longfang Witherhide and Snergle's Mines, respectively). Without Flight, you'd have to deal with the south part of the map to get to Darkmoor Village in the west, but since we can Fly, we're just going to flip off the harpies and fly through the mist. Whee.




We want to do a few things in Darkmoor before heading to Witherhide's lair, but the place is crawling with the undead and, since there are civilians around, we can't just Meteor Shower the entire thing to ashes.





A last few recalcitrant undead have to be cleared out by hand. Now let's go meet the locals and their odd little town.




Including this guy who gives us a quest to storm Castle Darkmoor and no nope fuck you nuh uh I am NOT going in there until I'm good and overlevelled for it. FUCK that dungeon. It's absolutely the worst in the game. It hates me. I hate it. It can go die in a swamp.










Even with a map out indicating the building, I missed this back door so many times.








The real reward here is unlocking Master Axe training for Deadeye. When his weapon does a base of 3d7+9 damage, adding +12 on top of that is a pretty big deal! Even with Heroism accounted for, that's still somewhere between a +10% and +25% boost at the time.
















Oddly enough, Longfang's Lair doesn't have one of the little pre-entry transition screens like every other dungeon. Or, "oddly." Since, well...

It's literally just one room.



And you're practically stepping on Longfang's tail as soon as you're inside.



The party doesn't make it out unscathed, but close by, and the death animation for Longfang is pretty cool...









Technically I portalled to New Sorpigal and then rode the coach here, but no one needed to see that.



The boost for Bobelix is much like the boost for Deadeye, but in some ways more vital since Bobelix is my emergency heal kit and I call on his spell points more often than Deadeye's.


Character Sheet Overview


Deadeye's job is to hit things until they explode, or shoot them with spells until they explode, then help loot the corpses. With his ID'ing and Trap Disarming mastery, he hasn't encountered anything beyond his skills in the last six updates or so.


Agnes mostly relies on air magic for offense, with Earth as a mild backup. As those upgrades are also starting to get real expensive, I'm getting her into the Clerical side of spellcasting so I have a backup in case Bobelix eats shit or runs out of SP.


Richmond still mostly relies on Fire magic for damage dealing, while he levels his Light and Dark magic. Between that and being a Water master, he's the party's buffing/transportation toolbox, though dropping Hour of Power, Day of Protection and Day of the Gods still drains something like 75% of his SP pool even as an Archmage, so when I do it in dungeons it tends to be combined with a Lloyd's Beacon and Town Portal back to a temple to have them top him off. With two daggers, though, and Heroism, he's at a point where his melee is often more dangerous than his spells, but he has trouble landing hits due to his low skill value.


Bobelix is THE physical meathead asskicker of the team with his two swords, inching Deadeye out slightly for total damage potential. This is good, since the Cleric spellbook has so many spells that do Magic damage which a lot of things are immune to, and also because I need his spell points to pull the party's bacon out of the fire if they get in over their heads. He's also responsible for negating the trouble that gear-breaking enemies can cause, since on turn-based mode it's trivial to yank other party members' gear into his inventory and have him patch it up before handing it back and letting them take their turn.
What's Next?
With 12 out of 12 promotions sorted, the two main options are now...
A: Get to work on the Council Quests, we've still got 5 out of 6 to do.
B: Do non-plot dungeons. In explored areas we have...
The Fire Lord's Halls
Castle Darkmoor(god please no please no god please)
The Shadow Guild
The Lair of the Wolf
The Temple of the Snake
And there are still 5 of Enroth's 15 regions we haven't even visited yet.