A fun to read guide [Work in progress]

Here's where all things related to Book II are being discussed!
okashii
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Re: A fun to read guide [Work in progress]

Post by okashii »

JoeSlow wrote:Sorry, I didn't mean to disesteem your work. :(
I just wanted to tell my thoughts.
No problem at all =] I respect everyone's right to share their opinion and/or
constructive criticism. The line where I said "You don't have to... bla bla"
I meant the word "you" as the readers, but it may have sounded bad like I'm taking offence and talking back at you, sorry to give that impression.
okashii
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Re: A fun to read guide [Work in progress]

Post by okashii »

Chapter VI "A date with Capt. Jack Sparrow"

Lets recap:
We are lvl 5 [~7100exp points], our next level is ready and flashing green with points to spare when we need them and we have a lot of money..

Shopping time :D

Here is a list of things I suggest to buy:
Spells:
- Divine Heal
- Bless
- Draw Water
- Enkindeled Weapon
- Dense Nimbus
- Cat's Eyes or Gravediggers Flame [or both for even better effect]

Strongman's Belt [if your STR is below 9]
Milrith Arrows (33 will be nice)
[In Port Kuudad diamond tip arrows also appear on sale but rarely and in small numbers]
Sorcerer's Hat (+2 Elemental +3 PER)

Rings & Amulets:
2x Mystic Ring (+2 Elemental)
2x Ring of intense focus (+5 CON)
Sharpeye pendant
Manaflow pendant (if you haven't bought it yet)

Books:
Master's Guide to Bow.
Elements of Magic.
Potions:
Haste I (1)
Keensight (1)
Mana & Health if you want to.

Training:
Elemental to lvl 8
[If you are not very familiar with the game yet, training cartography to 8 or even 10 (+2book) is a good choice]

Also take 3600gold with you for our Bow skill training on the way.
Time to finally advance to our 6th level.
Add:
5points in INT
4 points in Elemental (10+4) [after training and reading the book]
save the 7 stat points for the next level.

Quick travel to Everdale and head west to Fletcher's Grove to train our bow skill to lvl 8, after that read the book for another 2 points.
10 points in Bow skill allows us to use the Intense Focus feat which tripples the damage and is a guaranteed hit. [be sure to use power attack mode for this for another 30%] We seem to be still missing a bow so gladly accept the Hunter's quest. Exit the grove and keep going west, following the path, untill you reach a sign pointing to Broken Blade and Raven's Gate.
We want to go to the latter so follow the road on your left.
Along the way you will encounter a ruined cementary and remains of a church, both populated by 7 Outlanders in total, casting fleshboil lvl6 twice on each one will quickly dispose of them. Rest to regain mana if you need and continue going west along the path, 4 more of them will appear.
Once they are all dead keep walking towards the woods untill you notice another sign near some rocks. There are 3 Red Wolves roaming around get rid of them and keep going west along the forest road, there will be small path leading to a chest guarded by 2 more wolves.
All that killing gives us a thousand exp. points so it was well worth it.
Go north to the next sector, again keep following the path, you shall see an entrance to the Raven's gate and a quick travel monolith on your right, click on it to add the location to your list.
Keep going north between the mountains and woods untill you reach the coast the turn right to enter the next sector.
[Save your game]
Go south near the chest towards the middle of the map, you will notice a big hole in the ground, on the left side of it there is a Goliath Borehead.
Kill it with the same tactic as the trolls [from afar], they do not resist magic but they do use a sonic blast spell that will make you stand still for 4 turns and if they strike you when you are stunned - you recieve double damage.
Put on the manaflow pendant to increase our magic resistance to that nasty spell and cast fleshboil lvl6 untill that beetle is dead.
He drops a very scared peice of wood which is the quest item we need for the Hunter in Fletcher's Grove. Before we quick travel there - kill the 2 Goliath Boreheads that are wandering around - this will put us at 9000exp points. Go and claim your reward - a Warmoth bow which is a unique weapon and 1000exp. [lvl up!]
Since we don't want to be forced to wear our Harry Potter hat and swap
rings every time we want to cast Enkindeled Weapon we shall contine adding points into elemental skill (14+3)
10stat points we have gathered I suggest putting into Perception because if manage to raise it up to 70 during our playthrough, we will be regenerating 5 mana points every round.
If you are doing things just like me - you should now have exactly 150 mana points. [170 with the mana pendant]
Warmoth weights only 3lbs so as long as we have at least 9 STR [1/3 rule]
we can cast spells while we have it equipped.
This is exactly what we needed =]
Our next target is Broken Blade town, which is overrun by Goliath Boreheads.
[There is 23 (we killed 3 already) of them in total in Fellpine Forest and the surrounding areas and since they give a lot of exp. points and are involved in another sub quest that gives us a unique axe, so just like pokemon -
we want to kill them all.] But first things first.
Go back to the location with the hole in the ground where we've been before and head east. [Save your game] A good tactic to kill the beetles that are ahead (3) is one by one, from afar, have your Intense Focus, power attack, bless and enkindeled weapon, fleshboil spells ready.
Simply shoot the target with your special attack and finish him up with a few casts of fleshboil. The arrow should take from half to 2/3 of his health
[may vary depending on your stats] and the Borehead will be still too far away to hit you when keep casting fleshboils to finish him up.
While it is possible to kill those Goliaths just by the use of fleshboil itself,
the above tactic is much more safer since it takes you less rounds to kill one, especially if you fail a magic resistance roll against sonic blast.
After each kill, run away and rest for your mana to regenerate and your feat attack to be ready and save your game.
Once you despose of all 3, go north to Broken Blade.
Keep repeating this method untill the area is clear of foes.
[Remember to activate the quick travel monolith in the middle of the town]
Past of what's left of Broken Blade (north east-ish) is a house with a npc insice. But before you get your hopes up for an autograpgh from Johnny Deep - save your game.
Unfortunately Sparrow has joined the dark side of the force and will attack us as soon as the coversation ends.
She is immune to the effects of entangle, sonic blast, and very successfully avoids fleshboil spell damage, so it will be a lot easier for us to kill her using weapons. What we want to do is stand near her
[but not right next to her to avoid the point blank range penalty]
Switch to your sharpeye pendant and rings of focus.
Ready your power attack, cast Bless, Enkindeled Weapon, Dense Nimbus drink potion of keensight, haste and talk with her.
When combat begins - attack her with our special attack and follow up with normal attacks untill she is dead. [+400exp.]
If necessary heal yourself with divine heal.
Take the key she drops [+1000exp] and enter her bedroom, there is a citizen writ in the chest of drawers next to the bed - we need that to get past the Raven's Gate. Before we go there we want to finish our Goliath Borehead hunting season - the goal is to reach 17400exp.
[We had 10.000exp after getting the bow (killed 3 beetles in the proccess ) that leaves 20 (20x300exp = 6000) 400exp. for killing Sparrow,
1000exp. for getting the key]
The Goliath Boreheads that are easy to miss are:
1 in Mistfell Northern Coast (follow the path to the destroyed bridge)
1 far east in Eastern Fellpine Forest
and another 1 also in EFF south of the way that leads north to Broken Blade
Now that all 23 are dead quick travel to Port Kuudad and talk to the mage in the Temple of Atna. [+2500exp & Hexedge unique axe] (lvl up)

Phew that a took long time to write, feel free to make enough money to train your axe skill to 8+2Book (An axe to grind) + Viscerator amulet if you want to, untill we meet again =]
okashii
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Re: A fun to read guide [Work in progress]

Post by okashii »

Chapter VII "A 100 ways to quickload (+2 to patience)"

A smaller update this time because I've spent half a day in Durnor looking at what items the blacksmith has to offer.

After our adventures of running through the forrest, butt naked, killing overgrown beetles, it would be a good idea to start wearing armor.More health also wouldn't hurt.
Before we start, gather enough money to buy the following:
- A book "Soldier's guide to heavy armor"
- "Alchemy on the go" guide, 2x Alchemy rings, training in alchemy to lvl 8
- save at least 4x Ecoplasm & 4x Ambergris from your process of making gold
by selling alchemy reagents, we shall be needing a lot of gold.
[~15.000 if I'm not mistaken]
Once you have 14 in alchemy, test out your need skill by adding a
+2armor bonus to your belt of strength.
Now that we have the citizen writ we can go through the Raven's Gate,
so quick travel there and talk to the guard.
No time to make a snowman - we want to make our way to a dwarven city of Durnor. Now if only there was a taxi nearby.. :roll:
Pay the good man 50gold for the transport and activate the quick travel monotlith. There is a blacksmith here that will train you in repair if you want to and more importantly - sell you some very nice items...
if you are masohisticly stubborn or lucky enough to get them.
The ones I suggest and will be using myself are:
- [Dwarven steel] Military cloak of health (+20)
- [Dwarven steel] Lord's helm of health (+20)
- [Dwarven steel] Scale armor of health (+20)
All 3 of those items also appear with lower armor depending on what material they have been randomly generated with, so you have a chance of searching for them in Port Kuudad if you don't mind a bit lower armor numbers.
Add +2armor to each of them (don't forget to put on your alchemy rings)

Next time, because we blew all our money on armor, we are going to live in the sewers of Port Kuudad for a bit. And belive me the smell will be the least of our problems. Stay tuned =]
carrotghoul
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Re: A fun to read guide [Work in progress]

Post by carrotghoul »

About make quick money:Buy poor conditioned equipment from shops,equip+1 repair glove,6seconds later sell them back to the shop(you can do this while foraging).The more expensive the equipment,the more you earn.BTY,my mercentile is 14(10+2from book+2from dealer's hat)
okashii
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Re: A fun to read guide [Work in progress]

Post by okashii »

That's also a way to make gold.
I haven't included it in the guide because I don't play on that game mode
and I haven't tested it yet to see how profitable it can be.
But thanks for the suggestion carrotghoul =]
okashii
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Re: A fun to read guide [Work in progress]

Post by okashii »

Chapter VIII "Teenage mutant ninja turtles"

Before we descend into the life of poverty, for the last few coins in your pocket buy a candle...
...and the following things while you're at it:
- Lifeforce pendant
- min. 1 detox serum
- min. 1 cure aliments potion
- min. 6 mana III potions
- 1 potion of haste (not essential but will speed things up at one point)
- lockmelt spell
(some players probably prefer lockpicking so I will try to include that option as well, however - resaults may vary)

Enter the Port Kuudad sewers.
Image
The Red dot is the entrance.
The Blue dot is a barrel with a bag of salt in it - take it with you.
The Green dot is a dead Rat Catcher who forgot his flute. He has a key and a few lockpicks - pick up both.
The Purple pixels are whats left of Catacomb Rats and Bone Biters along the way. [Simply kill them with fleshboil]

Once you have everything - go back to the entrance but this time go the other way - there will be a locked door which you can now open.
Just like visiting Dr. Hannibal Lecter's prison cell - we want to stay to the right side of the corridor to avoid the traps.
At the end of the path there is a small room with 4 chests, a leaver and a puzzle. If you have been following the guide, you should now have all four items to solve it. [+500exp.] Go down the secret stairway.
Image
[Before we continue, take a moment to admire my awesome paint brush skills :mrgreen: ]
Red is the starting point.
There is a locked door here, which you can either smash to bits
(may take a while) or simply open with a Lvl 4 lockmelt spell.
It is trapped so either use a cure potion if you catch a disease or attack the door with your bow to trigger the trap before you open it.
You will encounter the first 2 of many assasins that are here.
Cast lvl 6 Dense Nimbus spell and feel free to laugh at their poor attempts to hit you with throwing knives.
In m opinion the easiest way to fight them is by casting fleshboil,
in mele they will try to run away from point blank range penalty and
you will use up a lot of arrows and since their magic resistance is not very high - casting untill they are all dead and resting/drinking a mana potion if needed will do just fine.
Keep going forward through the only way possible - there is a trap between us and the next room so bravely step on it and use a detox serum if you get poisoned. Time for another fight, recast Dense Nimbus if you rested before and keep casting fleshboil on our persistent enemies.
There are 4 of them this time so you will probably use up one mana III potion. [Rest and heal after each fight is over]
Keep going south to the next large room where another 4 will appear around you. Once they are all dead go east, past an explosive trap and then south again.
[The room to the north is locked, there isn't much there that would really
matter to me but feel free to explore it. If you are not using lockmelt spell, a key to unlock it is in one of the rooms in this sector. (a trapped chest of drawers) There is a leaver and a desk in a smell room to your left,
click on both of them and open the chests with the numbers given.]
The Blue dot is the second green dragon flag on the wall, just a few steps past it there are traps all over the corridor.
To easily avoid all of them follow the Purple line on the map above.
Go down and then left (by looking at the map) to the more empty part of this whole sector. In a small room there is a body here that has a cure potion, but more iportantly - 4 more assasins if we clicked on it.
[Another 1000exp from a easy fight]
The areas south of our current location do not have anything at all so lets explore the south-east corner of the map. [Fight & rest when necessary]
Before we meet the leader of the assasins [Green dot] there is a room with a large table, barrels and 4 chests - there are soulpiercer arrows inside - take all 16 of them.
Time to discover the shocking truth - our friend Darus was killed by..
Sub Zero
Now you have a choice to make - either kill him and get 2300exp. or let him live - in return he will train you in lockpicking, hide in shadow & move silently.
Personally I don't need any of those skills so I killed him.
[Dense Nimbus, potion of haste and keep spamming fleshboil untill he is dead, he is hard to hit with weapons but has no magic resistance]
If you prefer lockpicking or the two other skills he offers feel free to spare his life but it would be a good idea to gain the missing 2300exp. points on your own so you don't fall behind with this guide.
Advance to the next to levels:
Add 5 points in Wisdom and 5 points in Arcane Divine skill.
next time we meet we shall think of a way to advance to the next level and thus get our hands on some very handy tier 2 divine spells. See you then =]
okashii
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Re: A fun to read guide [Work in progress]

Post by okashii »

A small update to thank you for 1000 views =]
So I can only assume you like it or are really desperate.

Since our main task is to steal the Fire Crux from the Dwarves mine, it would be very nice of us to give them something in return before we travel there.
Talk with the Dwarven Lord in Durnor and he shall send you on holy quest to..
steal an innocent wolf puppy? :|
The goal is to take only one of them and not kill their mother while doing so.
Potion of haste III and or Invisibility will make this task quite simple.
Make your way to Western Helice Lake. (south-west corner of the sector)
Once you pick up the puppy - spend 10 minutes looking how adorable he is :3
Return to Durnor and very reluctantly give him away for the dwarven adoption in exchange for 2000exp. points and some measly pocket change. [750gold]
Time to finally see what does the famous Hammerlorne mine look like.
From Durnor travel west (from the south side of the map if you want to avoid a pack of 3 wolves at the north) near the end of the map and then north to the mountains. There will be a backway entrance to the mines.
Open the door with the key we got from Sparrow. You will be awarded 2000exp. upon entry.
Ok now that we have seen what the mines look like, turn around and go back to Durnor.
[Really]
You should now easily have another level to advance to.
Add:
4 points in Divine to raise it to 20
3 points in Perception (50+3)
Now we have full access to tier 2 divine spells and 60% magic resistance.
The first thing we want to buy is a Ogres Strenght spell.
At lvl6 it will give us +24 STR and thus allowing us to complete our armor set without worrying about weight.
Oh goodie we are going back to save/loading in search of more armor pieces -__-"
Here is the list:
[Be sure to have a lot of money beforehand and as before]
(Min. 25.000 if you want the exact same as I remember)
- Diamond encrusted dwarven steel plate leggins +3
- Insulated Dwarven steel plate gauntlets (+20 Magic Res.) [add +2armor]
- Insulated Dwarven steel Warlords belt (+20 Magic Res.) [add +2armor]
- Fireproof (any) boots (+20 Elemental Res.) [add +2armor]

Now we are fully protected by wearing 35.000 worth of coins and immune to magic & elements (with the help of elemental armor spell)

Now - next time we are going to descend deeper into the mines of Hammerlorne, which is a long and dangerous dungeon..so there will probably be more paint brush pictures from me. [Next chapter may take some time to make.] Join us then for more "Tails of a food merchant" =]
okashii
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Re: A fun to read guide [Work in progress]

Post by okashii »

Chapter IX "You can't spell slaughter without laughter"

I noticed something that I think I should point out:

I'm an idiot :mrgreen:

We won't be able to cast spells during while wearing Insulated Dwarven steel plate gauntlets because they weight too much. While this is easily solved by casting Ogres Strenght, after it wears out we need to take the gloves off to re-cast it if there are enemies nearby.
So lets put the gloves away to our inventory for now and take out the Hexedge :twisted:
Yes folks we are changing our adventures from "Tales of a merchant" to "Tales of a psychopathic axe murderer" for the time being.
To make our next objective as easy as pie we need the following:
~30 to hit chance with finesse attack.
[W.Cleaving 10, Stonebreaker amulet(!), Bless, Nimbleness,
+2 to hit enchantment to axe, 2x Ring of focus]
~55 armor. [after or before adding Nimbleness spell bonus]
This will give us a 99% hit chance on all the dwarves inside the Hammerlorne mines, while they will only have a 1% chance to hit us
Make sure you have the following spells:
[In that order is nice and ready to cast at lvl 6 each]
- Divine Heal
- Ogres Strenght
- Bless
- Enkindeled Weapon
- Nimbleness
- Cat's Eyes
- Dense Nimbus
- Lockmelt
- Create Food
- Draw Water
Take your Warmoth bow with you and ~30 arrows, this is just for triggering traps from a distance.
Potions:
10 Health III
10 Mana III
[ ^ Althou I really doubt you will need to use even a single one of those]
3 Detox
3 Cure
1 Haste 3
And a few throwing potions of charm cloud.
Image
Red dot is our starting point.
Green dot is where we want to go after killing all the dwarves in this sector.
Blue dot is a chest that contains a key that we need.
[Be carefull! it is trapped with lots of C4 that will instantly kill you, trigger the trap with your bow from a distance]
All the fights you encounter should be very easy - just cast your power up spells: Bless, Enkindeled Weapon, Nimbleness and keep attacking with yor axe untill everyone is dead.
Recast Ogres Strenght when you can't move.
Don't worry about mana - no need for potions and/or resting, at 2points per turn it will all regenerate quickly while walking.
This area is very dark so keep casting Cat's Eyes when you can't see and to avoid the 20%to hit darkness penalty.
Onwards to the next level:
Image
Red dot is our starting location.
Green dot is the stairs to the next level.
Blue dot is a leaver to open a passage further.
Aqua dot is the one of the trapped doors (use bow) that we we want go through to go further.
White dot is the location of the 2 teleporters.
If you go through the left one - you will appear in a empty section of the dungeon with no way out at first glance, but there is an illusionary wall leading to another teleported that will put you in the location of the Yellow dot.
[If you choose the right portal - you appear at the location of the Yellow dot immediately]
The room with the Yellow dot is filled with plants tha will shoot spikes at you so before you teleport there, cast lvl6 Dense Nimbus spell. Exit the room through an illusionary wall between the two flaming torches and make your way to the next level.
Image
Again Red dot is our starting point.
Green dot is the location of the stairs to the next level.
Blue dots are the leavers you need to pull to get from one sector to another.
Purple dot is the chest where Splitsunder unique hammer is. (trapped)
There is a lot of undead here but they don't stand a chance against out Enkindeled Axe of Awesomeness.
There are traps on the way to the first leaver, but with our high percepsion
you should have no problems spotting them.
After you use the 3rd leaver, there will be a group of skeleton archers on your way back so feel free to cast Dense Nimbus for even more protection.
Last level:
Image
Keep exploring and killing all the dwarves you can find, you should gain a level in this sector.
Red dot is our starting location.
Blue dots are the the locations of the leavers.
Aqua dot is the location of a teleporter to exit the dungeon after we are done.
After the Green dot and the Devilmander pit of death [joke is on them for trying to trap and kill us] there is a long corridor
there will be torch on the wall and a section of 5 traps blocking your path, choose the one you wish to step on, heal, and move on.
At the East-ern end of the map there will be a teleporter that will take you to the Crux of Fire. Take a bag of sand and swap it with the crystall or else a large boulder will crush you. [7000exp!]
Exit through the teleporter that brought you here and kill the last few dwarves. Open the locked gate with a nearby switch and go back to the Aqua dot.
For the level up(s) I suggest the following:
Add 2 points into INT.
Add 2 points into WIS.
[With a Philospophers pendant and a Grand hat of the magus & elemental/divine rings it will give us access to lvl5 tier 3 spells without wasting any points into Arcane skills, and there are two I want/shall be using]
While it may be tempting to invest skillpoints into Heavy armor skill for damage reduction, I'm going to raise my alchemy skill to 16 because we may be getting a new set of armor near the end of the game.
Edit: after some tests. it looks like we won't be so
add points into heavy armor skill after all. Sorry for that
.
Rest of the stat points into Perception should now or soon give us 3points of mana regeneration per turn.
Travel to Port Kuudad and then to the secret guild of forsaken coast to find out what is our next task. [3000exp.]
After that, sit back and await more of our adventures =]
Last edited by okashii on May 28th, 2010, 4:58 am, edited 1 time in total.
okashii
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Re: A fun to read guide [Work in progress]

Post by okashii »

Small update: I am currently in Picaroon Isle doing another session of save/load to see what armor I could upgrade to, and so far I don't see that many interesting items yet. Many of the ones I see I have already bought at Durnor. Bottom line: untill I do more tests [luckily that area loads faster]
I cannot say if increasing alchemy to 16 instead of heavy armor skill was a good choice.
Edit: Looks like it wasn't..whoops..time to load the game if you have a save before the level up in Hammelorne mines. Sorry for that - damage reduction will be a far better bet.
okashii
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Re: A fun to read guide [Work in progress]

Post by okashii »

Chapter X "And the award goes to.."

The next thing to do on our quest is to pay a visit to the leader of mages who lives in the Lorewitch Tower. To get there - qucik travel to Broken Blade and follow the sandy path to the south-east corner of the map onto the next sector. From there keep going south, fight a group of 4 wolves in the next zone and then a bit more south again to a small island where the tower entrance is guarder by 6 plants. [Hack them all with an axe, Dense Nimble will make this task even easier]
Level 1
Image
By now you should know what the colored dots mean ;]
Once you solve the leaver puzzle you will have to fight the guardian of this place..
A giant floating meatball
...
Cast your power-ups and hit it at range with a power attack, then finish off with finesse - we don't want to risk getting poisoned by it's mele attacks.
Pick up a key and open the door at the end of a corridor which leads to the stairs to the next level.
Image
In the middle of the map there is another guardian but it's ranged magic attacks will pose no real threat. Once you pull the two leavers in the north and south sections of the map, continue through the maze to the next level.
Image
The Purple dot is the location of a unique Emberdark sword. An easy way to obain it without making the mages angry is to drink an invisibility potion when you are facing the locked door and cast a lockmelt spell. [While it is perfectly possible to enter this location earlier in the game, I didn't want to change the standard storyline progression] Talk to the mage in the middle of the map and offer the throphy in exchange for help in the form a plasma wand. We shall save it for later. Exit the area through the teleporter.
In the next chapter (which should also be available to read today) we shall make our way to Picaroon Isle. See you then =]
okashii
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Re: A fun to read guide [Work in progress]

Post by okashii »

Small update on what's next:
Quick travel to Ravens Gate and follow the map south.
Image
Looks familliar doesn't it? :mrgreen:
Red and Green dots are of course are starting point and target area.
On your way you will encounter a pach of 5 wolves (Yellow) and a Minotaur (Purple), Betwen the two Aqua dots there are a lot of Herpes, but thanks to our Magic Resistance (wear the gloves) they will be easier to kill than KFC chickens and we do want the exp. points so try to kill every one of them you find. [If you level up here - Add points into heavy armor and perception]
Once you reach Edon, activate the quick travel monolith and go back to Durnor - there is an item we want before we travel by sea.
Save your game before talking to the blacksmith and keep browsing his item selection untill you find a Grand Hat of the Magus (looks exactly like hat of the warlock so hover your mouse cursor over every black hat you see)
Once we have that - travel to Port Kuudad and buy 2x Rings of +2 Elemental and a Portal spell.
Head back to Edon, wear your new hat, 2 elemental rings and Philosophers pendant. Read the Portal scroll and cast it at level 1 near the quick travel monolith. Talk to the only person in here - he will gladly take you to Picaroon Isle for 350gold.
Before you decide to run to the beach and make a sandcastle, cast a level 2 Portal spell here. Now you can travel to the mainland and back without having to pay =]
We shall continue the storyline next time, cheers to all the readers for 1500views.
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kelticpete
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Re: A fun to read guide [Work in progress]

Post by kelticpete »

(RPG possibilities)

you were a strange child. way, way too perceptive and wise for the comfort of your elders. You were sent to a monastery and trained in the ways of your religion.

it never quite took. it was not that you are not very ethical. you are. you live by the golden rule. It is that one set of god seems just like the others.

you have a natural knack for divination and your uncanny perception makes you somewhat of an outcast. you spent a lot of time with the simple cook at the monastery and you discovered that, in fact, he was once the abbot but asked to be made the cook. "it is in chopping vegetables that I feel the divine."

he teaches you to love food. and he opens your eyes to the fact that life is made up of those that know they will eat today and those that will not.

your talents are spotted at some point, book 1 happens, etc.

you are now at book 2. when darus dies, you wisely percieve you are untrained in the ways of battle or the ways of the world. but you are a whiz with money (you ordered all the supplies for the monstery and got the best prices) and you can boil the flesh off of monsters.

you decide to make money by making divine food...providing something needed. if it were not your need for training and equipment you would give the food away. but you need funds to fuel your quest.

so you patiently begin to make food....and forage. you meditate and grow stronger and learn new things....



(just some thoughts)
Pax,

Pete

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mamachi
Initiate
Posts: 8
Joined: June 21st, 2008, 2:55 pm

Re: A fun to read guide [Work in progress]

Post by mamachi »

I just sit here and wait because I am very patient. Maybe I should do a few sidequests in the meantime.
:wink:
Noru
Apprentice
Posts: 23
Joined: November 26th, 2007, 12:37 am

Re: A fun to read guide [Work in progress]

Post by Noru »

I started the game after reading the first 3 posts, and here's what I did differently, and still be able to do "anything" :)

1: Starting with 14-14-14 Int-Wis-Per, not so hard to wait for it, only 1:8^3 chance :)
2: Started with only 1 divination and 5 mercantile. For the first couple of monster, couple of lv1 fleshboil is enough :) Upped mercantile asap to lv 16, +2 book, +2 hat
3: lucked out in the 2nd magic shop, got an invis I potion (I play with hardcore rules, so no reload).
4: I sold the healing potion for 2000g instead turning in for some XP :twisted: I needed money for divination skill lv8. I saved 7 skill point, but spent 3500g.

Now I'm lv 12, I have 67 PER, 23-23 divination and elemental, many spells, and still be able to get the
  • True mage(spell only, light armor max),
  • True thief(no bash, no hidden trap damage, no seen crime),
  • True healer(self heal only, no kill friendly NPC or let one die),
  • Immaculate(not getting any disease or curse),
  • Wealthy Lord(60k worth of equipment and gold),
  • Hellbringer(700+ kill) and
  • Jack of all trades(20+ skils with all 5+ levels) challenges.
All gives +10% bonus points :)

My INT and WIS still at the starting 15 and 16, but I got 2 +3 INT ring, the Philosopher's pendant, and the very useful Warlock's hat, +3 INT, WIS, PER. This means I have 27 INT and 22 WIS when I wear them. I did not find any +WIS rings, but if not, then I only need 3 WIS from levelup points to get any divination spell. :)

I don't (and won't) need Bless, Enkindled weapon, Enchanted weapon, Leatherskin, Cure disease, Dehex, Gravedigger's flame, Reveal map and Sonic blast. Simply either they have no use, or no place for my "DPS" mage :)
Purrrnella
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Posts: 1
Joined: July 9th, 2010, 11:25 am
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Re: A fun to read guide [Work in progress]

Post by Purrrnella »

Played book 1, was debating book 2! this guide made my mind up 4 me............soooooo i`ll be back when my games installed.
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