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I'm in Dusk again and noticed my AC went up a lot. So I looked at my characters and saw a speed increase. Which reminded me I just visited the square which increase speed to those worthy.

Now I recall reading on a guide somewhere that in order to become worthy you have to complete a quest... Which I can't remeber doing. I found the accuracy increase in dusk as well, and confirmed that it did increase my accuracy.

Did I do the worthy quest already? Or am I remembering wrong and there isn't any quest to make you worthy to begin with?

Thanks.
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ZFR: Did I do the worthy quest already? Or am I remembering wrong and there isn't any quest to make you worthy to begin with?
No, you haven't done the quest yet... if you do the quest and become worthy, it allows you to use the stat-increasing locations again. I believe you can keep doing it over and over too, but it's rather tedious. The first time you visit the stat-boosting locations you get the boost for free.
I don't know about gems, but both my major spellcasters are carrying numbers in the thousands, and I'm having no overflow issues.
And I just passed the 255 mark for gems.

Maybe if you trade from a character it gets an overflow, while if you simply collect from chests/monsters it doesn't...

EDIT: yes testing confirmed that weird overflow happens when trading only. Finding gems in the wild works ok.
Trading is strange. When giving gems to someone with less than 256, it overflows if it reaches 256. When giving gems to someone who is already above 255, everything seems ok. But... if you give over 255 gems, he the receiver gets only the "overflowed" amount (mod 256)...
Post edited November 25, 2019 by ZFR
It's me again. In several castles I get the message sometimes "Empty vault alarm". What does it mean? I walk around and it doesn't seem to have any adverse effect.

Thanks.

EDIT: one more thing. SOme monster when attack, also "and drains life force". what does that do? just damages HP?
Post edited April 03, 2011 by ZFR
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ZFR: It's me again. In several castles I get the message sometimes "Empty vault alarm". What does it mean? I walk around and it doesn't seem to have any adverse effect.

Thanks.

EDIT: one more thing. SOme monster when attack, also "and drains life force". what does that do? just damages HP?
I think the drain life force is either drained levels or unnatural aging, I can't recall which. And the alarm can cause alignment shift towards evil, I think.
Thanks. Anything that can protect you from beign turned to stone? I'm doing the medusa lair and it gets annoying when you have to restart so often. should I just wait till cleric can cast level 6 spells?
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ZFR: Thanks. Anything that can protect you from beign turned to stone? I'm doing the medusa lair and it gets annoying when you have to restart so often. should I just wait till cleric can cast level 6 spells?
I just waited until I had the spell. There may also be a magical item that can cast the spell for you, I don't remember.

Also I am almost certain that "draining life force" is a temporary draining of your character's levels. I'm pretty sure it only lasts for that one battle.
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ZFR: Thanks. Anything that can protect you from beign turned to stone? I'm doing the medusa lair and it gets annoying when you have to restart so often. should I just wait till cleric can cast level 6 spells?
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Waltorious: I just waited until I had the spell. There may also be a magical item that can cast the spell for you, I don't remember.

Also I am almost certain that "draining life force" is a temporary draining of your character's levels. I'm pretty sure it only lasts for that one battle.
Yes, if it is the level drain it is only for the battle.
Thanks. I might just have to wait with the medusa lair then....

Not a bad game so far... The only thing I find annoying is the number of keys you have to press when exchanging items between characters or casting spells. Sometimes I don't even bother healing and just rest (although normally I find resting so often un-RPG-like)...
Post edited April 04, 2011 by ZFR
I couldn't wait. I just went in and ploughed through, focussing all my attention on those enemies that could petrify me. I got lucky, basically.
Some equipment offers resistance to petrification. Don't know what, exactly - check your hint guide (if you're into that) or go see the mystic in Algary who can tell you what your resistances are (if you're not).

"Drains Life" is nasty. But temporary. Really very nasty when your high level characters start losing attacks, actually.
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organmike: "Drains Life" is nasty. But temporary. Really very nasty when your high level characters start losing attacks, actually.
It's even worse when your casters lose access to their best spells.
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organmike: "Drains Life" is nasty. But temporary. Really very nasty when your high level characters start losing attacks, actually.
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Waltorious: It's even worse when your casters lose access to their best spells.
They do? Too bad it doesn't work the other way. skill potions give you levels but don't give acess to knew spell.

Anyway, I've just learned the meaning of life drain the hard way when attacking the black knight in B2. Kept wondering why my main fighters start missing more often as the battle progresses, till I realized they dropped down to level 5.... Came back equipped with with skill potions and wiped them out.

Finished medusa lair. With no special eqiupment/buffs... attacked fast. Cast fireball with sorceress just to kill monsters faster even if it meant hurting myself. Only had to reload once...

Also, I discovered gaining endurance doesn't give you extra hp to levels you've already gained. so it's a good idea to get to the pool of endurance in A1 as soon as possible... though the monsters are tough...
Post edited April 04, 2011 by ZFR
Skill potions are great; the Clerical "Heroism" spells work on the same lines.

Congrats on beating the medusas! Sometimes, swift, brutal violence IS the answer. "Lightning Bolt," by the way, does the same damage as "Fireball" without the risk to the party; the downside is that it only hits three enemies. Try playing with Protection spells; Protection from Fire should cut down the damage a little bit, anyway.

The "Jump" spell (inexpensively emulated by a Rope and Hooks) is a wonderful method for bypassing set encounters to get to fun stuff like the Pool of Endurance. And most of my reloads these days are to make sure I get a decent hitpoint boost at my levels.
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organmike: "Lightning Bolt," by the way, does the same damage as "Fireball" without the risk to the party; the downside is that it only hits three enemies.
Actually, I believe the damage is slightly lower than fireball. But being able to hit enemies who are within melee range is a great advantage.

I'm a little confused by this talk of fireballs hitting the party as well... I thought they were only able to affect enemies out of melee range, and would fail to cast if you tried them on monsters within melee range. I never saw my party get hit by my own fireball before. How does that work?