So some interesting things happened with food and rest when I started this entry. After a certain amount of water, it started saying my characters were full. Which is kind of obnoxious in more simulationist RPGs, but here it's bizarre. I'm guessing it's here to force you to not just drink water alone, but it seems to remain in place for a considerable length of time.
Resting, on the other hand, is very fast to heal your wounds but not quite as fast to heal your stamina. The game gives zero sign of how long you have left and I sense that if you're in an area that isn't cleared this is an incredibly bad idea. It seems like it's going to take a very long time to restore the meter by any real margin.
Death gems, as the manual explains, are basically the corpses of your dead characters that you lug around until you can resurrect them. Outside of scrolls, only the cleric can do anything with them. I have a life scroll, which can resurrect a character three times, but it's not supposed to work with the death gems you can just find. Which I confirm after trying it. Probably too difficult to code in a friendly NPC.
The pack has a scroll saying that he died to the double-headed ogre and how he wished he had the Ogreblade. Gotta love that this guy, knowing of his impending doom, just started scribbling on this scroll. I double check upstairs again, but no, I'm pretty much stuck up there, there must be something down here I can interact with. So I carefully look around.
This doesn't really work out, because once I get close enough he can apparently see me in the darkness. I can hear his thudding footsteps, so I run behind the door...which he destroys. I was kind of expecting him to open it, but no, just tear it away. Against my guys he isn't doing too much damage, but none of my attacks are doing anything, so I reload. If only the game had signposted that I need something to fight this thing.
Since the solution to this is either that I missed a switch somewhere on floor 1 or there's something behind the two-headed ogre, I continue to run around the guy on my second try. In one corner of the big open space is a switch next to a pair of chain leggings. This teleports you to an area next to the arena with two one-way walls into it and a path elsewhere.
There's actually a teleporter nearby, which I didn't realize was supposed to be a teleporter design, which leads back to a door on the first floor. This, finally, leads to the little area where the Ogreblade is, along with the Necromancer's Guide. A spellbook for the magic user which adds a strength spell, +2 to strength, remove glyph, which removes a glyph in front of us, dispel and freeze, another attack spell. Note, none of these have anything to do with the words necro or mancy.
The fight with the ogre goes better than I expected. Which is to say that my fighter doesn't take any damage and protects the nice and fragile druid behind him. My cleric gets murdered, can't hurt him any, and soon enough the same happens to my wizardess. But the ogre goes down. Fortunately, scrolls of life have three uses of raise dead, perfect for this situation. That gives a resurrected character very low health. I decide this is a good time to start exploring, after giving back the dead characters their stuff and making them memorize their spells again...only for them to quickly die again.
I reload my save and realize, hey, this is a Dungeon Master clone, why am I not doing a combat waltz? This time around I get in a dozen shots without him ever landing one, and this time my guys once again get another level. Man, by the time I get some of these spellbooks, I'm going to be able to use all the spells. The ogre drops another key, this is his sole contribution, and I'm not sure where it goes. Also, the ogreblade isn't hurting me yet, so I'll hold onto it for a while.
There are two spells I can't use yet, healing 2, self-explanatory, and God's Fury, high level damage spell. The two I can use is Chant of Orlin, a scaling attack spell, 2-8 +2 per level past 3, not sure if that's going to be the most useful spell, and create food. Which creates food. I'm a perpetual motion machine now, baby!Floor 3, at least what I can access, has a lot of information and a lot of doors I can't enter. One needs a key, another is a strange gold design, but two others are just closed without a switch. There are lots of notes warning me about the unseen, which based on a slight flicker of the sprite when they attack, are giant centipedes. One note says they only attack if you have weapons, another says to come back with a mask of true sight, and either way, I see no point in aggravating them. Floor 4 is right there. Oh, and there's a ring of location that I gave my cleric. Floor 4 starts with a noise and as I approach the passage, I try to get a sideways view. Then this thing steals my druid's bow. I'm glad it wasn't an important weapon. I go through my currently prepared attack spells and it goes down after most of them. No damage, but that could be because my fighter is now an iron wall of defense. By the time something can hurt him, everyone is screwed.
Around the corner is what appears to be another teleporter and a niche with more stuff. A Hopeblade, which I give to my fighter. The Ogreblade hasn't drained his health, but better safe than sorry. The worrying part is the continued noise and a potion of cure poison. There's another enemy, this one hangs out on ceilings but doesn't seem too tough. Another one of those neat little hangers that Raven loves so much.
There's another scroll here. This tells me that in the nest of thieves, the skull glyph is an illusion. Okay, I feel like this is a bit early to tell me that when I have no idea what I'm supposed to be worried about. And then I realize what the problem is in both respects. The hanging enemies poison you, but worse, as if there's something worse than poison with only one cure, is that the nasty-looking goblins can leave before you kill them. My massive assault on the first one was sheer luck, if it goes away that's just it, that weapon's gone until I find out where they leave them. Those hangers ain't going to be kind to me.
Now, there is an option I can do, two actually, fakeout weapons and just not having one out, but I'd prefer to try the overwhelming force technique again. And, you know what? That's not working out for me. I either got very lucky with the first one, or there's some heavy randomization with enemy stats. I think I'll need to just wait out a full selection of attack spells and hope for the best.
Meanwhile, the hangers are poisonous. I got in another fight with one, I won, but if they poison you, it's over. Poison doesn't wear off on its own, you need to cure it. There's only one cure so far, and that's not even enough for one fight. I repeat, that's not even enough for one fight. One of my two guys needs to completely avoid getting hit, which as much as I liked it, still applies to my fighter, he just isn't going to die in a fight unless he gets really worn out or gets poisoned.
Since I'm done here either way, I look up in the guide when I'm going to get the spellbook with a cure poison spell. I couldn't find it, but I saw the maps of this floor. It's very complex and I'm not looking forward to it. I had to look up one on Lemon Amiga, which says it's floor 10. This last part was clearly the training wheel section, because the difficulty has jumped up. I may have to go back up if water is truly its own thing and not tied into food.
There are a few other things I've noticed this session. While reading the guides, I found out that the false scroll bit is applying to the text scrolls, not the spell scrolls. I actually think this is neat, that some scrolls are full of false information, that's probably what the life-stealing bit was. I like this, I'm not going to use the spell to reveal if its true or not. The other is that I don't seem to need the read rune spell to read the walls. Not sure what it's actually for.
This Session: 2 hours 20 minutes
Total Time: 3 hour 20 minutes




















































