It’s been two weeks since I last played Might and Magic Book Two. Other games and actual obligations simply kept me away. Naturally, I have no idea where I’m at or where I was about to go, so I’m trying to piece it together.Continue reading
Category: RPG
Vagrant Story [10] – Game Completed
As I thought, the Grand Cathedral is the final area of Vagrant Story. Today, I fought a few more bosses and finally reached the end credits. What an amazing game. I can’t wait to play it again in the New Game+ mode.Continue reading
Vagrant Story [9] – Entering the Grand Cathedral
The Lich that killed me the last time fell quickly on my second try. Vagrant Story really is all about being slow and methodical. The only reason I died was because I was rash and careless.Continue reading
Ancient Summoner [2] – Skinner Box Galore
We’ve already established how and why Acinent Summoner is a typical Skinner box. Regardless of that, I’m continuing to play it, though less and less as the days go by.
Ancient Summoner is what it is
The game hooks you in the most basic way by giving you meaningless rewards for meaningless actions and wraps it all up in a collectible game.
It works on me. It doesn’t work as well as it used to because I have about 200 days of play time in World of Warcraft, but it still works to a degree. The game has kept me hooked for about 2 weeks now, with about an hour or two of play time per day.
I’m not sure I should call it play time, though. I log in, quickly click through all the actions that are simple to do and offer decent rewards and then I start doing battles in auto-mode, where I let the computer just use cards at random. I lose often, but the only time investment I need is to click in every now and then to enter a different battle.
This worked all the way up to level 25 or so, but it’s not working as well as of lately. Due to that, my time spent playing Ancient Summoner is slowly, but surely dropping.
It’s Pay 2 Win
There’s no doubt in my mind about it now. For example, there was a special offer for gold buyers a few days ago. Buying a big enough pack would get you a Yumi Swiftshot. This character has the ability to do 3 ranged damage to any newly summoned creature. The ability outright destroys any chance to quickly summon in reinforcements and greatly weakens even your higher level card’s chances. To my knowledge, there is no other way than paying real money to get Yumi Swiftshot. If there is, it certainly isn’t remotely as easy as simply paying.
There are other, similarly powerful cards and most of them can be gotten easily with real money.
My typical playing session
I get home from work, make myself a meal and start up my computer. I start browsing reddit or viewing YouTube as I eat (I have to watch or at least read something while eating, for some reason) and log in to Ancient Summoner. I queue up some arena or boss battles and put them on automatic while eating. Once I finish eating, I do a few of the quick and easy tasks to gain the various rewards and currencies, see if I have enough resources for a decent upgrade and then continue queuing for automatic battles, while doing other things on my computer. For instance, currently I’m working on a side-project for a developer conference I’m attending.
Once I’m ready to actually play, I join a few tougher battles, which actually require my attention. Sometimes I win a few of those and sometimes I don’t. After all of that, I go to an expedition and log off. In the morning, before work, I log back in to get the expedition resources, since there’s a 12 hour maximum for any expedition, and then rejoin and expedition until after work, when the cycle repeats. That’s all there is to my playing of Ancient Summoner.
How far did I get?
My mage character is level 28 and my deck power is at 4410. On its own, these numbers mean nothing to someone who isn’t playing the game, but basically, I’m at a high enough level to have unlocked all of the primary activities, or so I think.
As for deck power, I also have no idea what it means, but it increased by about 800 after my recent reassembling of my primary deck. Most of my cards are or rare (3) or higher rank. Against the computer, I don’t have much trouble winning unless their deck is weird on some way. Against players of my level, if they haven’t bought any cards, I have a fair chance.
I still have plenty of cards to unlock and higher levels also mean higher-leveled boss battles and special events, so I couldn’t say the game is completed in any way. What I can say is that I’m quickly growing tired of it and will soon probably have my fill of it all.
I also joined a guild, most for the personal benefits this gets me. Contributing silver and gold to the guild gives you contribution points, which you then spend on research. This research gives you building upgrade discounts, various bonuses and improves the odds in card and equipment crafting.
At level 25, the tower of challenge, or whatever the place is called, became available. I can’t really say I completely understand the place, but from what I can see, it’s just another source of another currency and set of rewards. You get a single free attempt at challenging the tower per day. You fight a set of increasingly more difficult battles on each floor of the tower and if you lose once, that’s it, unless you buy another attempt that day for 30 gold. The rewards can be decent, but attempts are expensive, so you are tempted to buy gold.
It’s getting harder to progress without paying
This deserves its own title. The further along I get, the slower the rewards are trickling in. It now takes a few days to get enough crystals for a single building upgrade and the gold shortcut is more and more obvious.
I won’t use it though. I can afford to buy gold, which is something I wouldn’t be able to say a few years ago, but I refuse to do so. I’ll play this game for as long as it keeps me interested, but I won’t buy progression.
Should you play it?
No, you shouldn’t. It’s an MMO that works and manages to pull you in. It won’t give you anything meaningful, though, so you aren’t missing a thing if you aren’t playing Ancient Summoner. Don’t play it. Play something else instead.
As for me, I already got myself sucked in. Vagrant Story and Might and Magic Book Two suffer for it, but it won’t stay that way for long. Hopefully, I’ll get tired of Ancient Summoner sooner rather than later.
Vagrant Story [8] – This Game is Ruthless!
Last time, I wrote about how the pacing of difficulty has evened out, how Vagrant Story got slow and methodical. I guess the game reads this blog, because it decided to kick my ass for saying that.Continue reading
Might and Magic Book Two [11] – Snowbeasts and Luxus Palace Royale
I realized I somehow completely forgot about Thundara and the Snowbeast, so I made it a point to go there next time.Continue reading
Vagrant Story [7] – Negligence
I’ll be honest. I’m being negligent with Vagrant Story, and I’m doing it in two ways. First of all, I play rarely because other things get in the way. Secondly, when I do play, I neglect taking notes, so it’s difficult to write about it. This time, I took some notes.
It’s not a train ride
Well, yeah, I usually play Vagrant Story on a train ride, but the game itself certainly isn’t one. It seemed like a train ride at first, with the game and the story funneling you from one place into another, without much choice on the matter. Sometime after fighting Guildenstern at the Keep, though, and even more so after getting Teleportation, Vagrant Story really opened up.
Suddenly, I get to go wherever I want and do whatever I want, without it even being completely clear where the next part of the story actually is. Vagrant Story actually feels more open than most Final Fantasy games, which contain a world map and far more open than those that don’t.
It does things differently
Back at the start, the bosses felt like a big challenge and the rest of the levels was just routine. Well, technically, you could easily die there as well, but there was a shift in challenge between bosses and regular enemies.
As of lately, though, everything became almost equally difficult. You fight a boss and then fight two of them as regular enemies a few rooms later.
Because of that shift, there’s a very methodical feel to how I play Vagrant Story. I prepare for every room and use all the tools I can to break through. The spells are the biggest part. I cast Heracles and Prostasio on myself and use Degenerate or Leadbones and Tarnish on my enemies, especially when they use Prostasio and Heracles themselves.
The thing about buffs in Vagrant Story is that you can only have one stat and one equipment effect at a time. This means that casting Heracles (increases Strength) on yourself cancels out a Degenerate (reduces Strength) and vice-versa. In the same way, casting Tarnish (reduces equipment) on an enemy cancels out their Prostasio (increases equipment levels). This fact makes the effect of these spells more powerful and makes using them almost critical.
Similarly, the various elemental fusion spells are equally important against some enemies. The weapon fusion spells change the elemental type of your weapon attacks all on their own, so if you’re unlucky and your weapon’s elemental stat is wrong against the current enemy, a proper spell can shift the battle from you dealing 0 damage, to dealing 50 damage per hit.
With armor fusion spells, it’s not as pronounced, but it’s still a very noticeable effect.
This whole approach, even though it’s often very obvious, turns almost every battle which would feel like a chore in other RPGs into something extremely satisfying.
It’s also the story
The same thing happens with the story. I love it how all the supernatural and undead events around Lea Monde aren’t just something the characters accept because it’s „that type of game world“. On the other hand, it’s not like a zombie movie, where the whole thing is so out of the ordinary that everyone is panicking and no one knows what to do.
Instead, the game world has magic and supernatural things, but some of them have been long forgotten and are now reemerging. The characters accept that it’s happening, but they still react to the whole thing. There are also subtle difference between them, with some, like Rosencrantz embracing the whole thing and making use of it, other shunning away from it and others still trying to use it, but failing and getting hurt in the process. Grissom and his brother are good examples.
Also, Ashley often pushes the silent protagonist trope, keeping quiet when he should be talking quite often. It doesn’t really work out for him, though. Very often in the story, there are misunderstandings because of him staying silent, so he gets into trouble and needs to fight his way out.
Of course, it also adds to his character. It makes him look like the silent, but observant type, not acting rashly and taking time to plan things out, which fits very well with how Vagrant Story plays.
I also plan things out
While I wasn’t playing, I did buy myself a nice notebook. Why? Because I hate managing a lot of printed papers on a train ride and a notebook can be used for both planning and taking notes while I play.
I listed all of the items in the game, ordered in quality levels and types, so I have it all on paper now. I also did research on how to combine equipment, though not with all of it yet. I only have the sword and great sword category for now.
With great swords, it looks like the best thing I can get from combining is a bastard sword. The best great sword in the game, holy win, can only be gotten as a drop. The next best one, the rune blade can be gotten by combining a wakizashi and a stiletto. While you can combine a wakizashi, it’s the highest combinable regular sword, so it would take a long time to do so.
The thing is, I think I already had a bastard sword in my possession, so I’m sure I can get another one.
As for regular swords, as I said, I can go all the way up to a wakizashi. For that, I need for falchions and for shamshirs. One of each of these combines into a khora, two khoras combine into a khopesh and two khopesh finally combine into a wakizashi. The strongest one-handed sword, the rhomphaia, can only be gotten as a drop, sadly.
The way the game plays also affected my approach with Vagrant Story. Slowly, but surely, I’m relearning all the things a lot of modern games made me unlearn. I’m thinking things through more often, making plans and reacting to events the way I should.
A recent example:
I got into the Limestone Quarry. The enemies there are phantoms, which are easy to kill, two rooms with two ogres each, which take a while but also aren’t a huge challenge, but most rooms contain gremlins, which are extremely annoying. They do a moderate amount of damage, can silence you had have resistance to physical damage and edged attacks. Since my Light’s Hope is a great sword, that means I do low damage to them, even though they are evil affinity monsters.
I made a circle through the quarry, using Heracles and Prostasio to get through the tedious gremlin fights, but then I realized I took a wrong turn by not solving a puzzle and the level wrapped back around into the starting room. I paused the game here because I didn’t feel like fighting those gremlins again.
Then I thought, why am I not preparing more?
I cast analyze on one of the gremlins and learned they are weakest to water. I looked through my backpack, but couldn’t find a water gem. Then I looked at the stuff I picked up. One of the shields actually had two water gems. I put the strongest one into my last remaining slot on the Light’s Hope and suddenly, I’m doing 80-100 damage per hit, without any buffs on me. I went there from 30 damage per hit, fully buffed. Now the gremlins are no trouble at all.
Additionally, I realized I got a gem which increases physical damage of a weapon, so I put it on my Exorcist dagger, so I can kill phantoms in a single combo.
Limestone Quarry felt tedious at first, but with some planning and preparation, it’s a breeze to get through.
Some minor gear changes
I didn’t do a lot of combining this time, but I did make some changes with my items.
I try to upgrade my armor to the highest possible level as often as I can, so there are some changes there. Also, I renamed my Exorcist axe, to avoid confusion with the Exorcist great sword type. My great axe for fighting humans will be called Beheader from now on.
Outside of that, I’m noticing I have a lot of unused grimoires in my inventory. I guess I still need to learn or relearn that part, because I keep forgetting to use them in fights, even though some of them seem very useful.
Also, I’m still looking for a decent crossbow, to replace the Exorcist dagger, which I’ve been using from the start of the game.
I’m getting my first titles
Titles are sort of like achievements in Vagrant Story. I didn’t realize this, but I actually got three of them already. Two involve hitting things over 500 times with specific weapon classes and one of them is for the Chest key I found last time. As it turns out, the chest key is an option, relatively hard to find item, so it seems I’ve been doing some very optional stuff without even realizing.
I also got two of the sigils for the locked Keep rooms. These rooms are actually time-attack boss battle challenges. One of them was with the Minotaur and the other with a dragon. I beat both in about 3 seconds, so it will be an interesting challenge to beat those times.
How did I do it so fast? It’s easy. Time is only running when you’re between attacks, moving around the map, so as long as in the menus, or executing a move, I have all the time in the world. This is actually how you get to do some of those timed requirements within the regular levels, such as the one I wrote about in the abandoned mines.
The story
As for the story, I didn’t see much of it. I met a guy named Tiger, or Tigger, or something. He was accompanied by the woman whose name I forgot again, but she was seen already around Romeo and his girlfriend. They found Grissom’s body in a place it shouldn’t have been in and, since Ashley was nearby, blamed him for his death and attacked. Sure, it was technically Ashley’s fault, but the body still wasn’t supposed to be there.
Anyway, there was an easy boss battle and after that, Grissom stood up. He heard some voices in his head, went mad as the undead usually do and ran off, as the undead usually don’t. After that, I got to the Limestone Quarry, where I am right now.
On a side note, I’m amazed on how quickly Vagrant Story deals with loading, especially when teleporting across the game world. A lot of the time, there’s no loading at all. I just instantly appear at my destination. I’d be very interested on how the dev team managed to do it on such a limited piece of hardware.
Might and Magic Book Two [10] – Castles and Mines
Middlegate, Sandsobar, Vulcania and Castle Pinehurst are now completely known to us, but two more towns and four more castles remain. Well, three and a half, so we might tackle the one half this time.
Journal of Priscilla, the Paladin, 113-156 of the Year 903
I am not a chronicler of events, nor a historian. I prefer to focus on things that matter to me, not things that might matter to others. Consider this a record of my thoughts, not a chronicle of events.
Castle Woodhaven
Lord Hoardall is far from a desirable ally, but we have been at his castle already and I do hate lose ends, so I’ve convinced the group to go back there next. We even took No Name and Harry Kari with us this time.
Woodhaven was even more cluttered than we remembered. I was slightly worried that the lord might be offended of the fact that we haven’t found his Sharp Sabre yet, but in all likelihood, he doesn’t even remember us being here. In any case, he and his men were distracted enough for us to explore the halls freely.
The Green Bishop of Battle managed to get himself captured again, but we also bought another copy of the Green Key, so we freed him once again. Hopefully, this won’t turn into a tradition.
I’m just trying to make fun of repeatable quests here.
Harry and No Name are nowhere near our level of skill, but it has always been my opinion that everyone can be useful with a ranged weapon, as longs as they never shoot over their allies.
We remained at Woodhaven for about a week. It was short, but not without events. I must say, we’ve probably misjudged Hoardall. We all have. He might have an issue with material things, but his treasury is so vast because of it, even I, a paladin, was tested. Of course, I resisted the temptation, but I’m certain Rax and Harry were a few stones heavier as we were leaving.
Outside of that, we found something labeled as M-27 Radicon. I’m not certain what it is, but it looks eerily similar to the J-26 Fluxer, so Lorelei concluded we should take it.
Survival Skills
Over the past few months, we’ve been steadily improving our survival skills, hoping to one be able to push through even the densest of forests and steepest of mountains. It might seem arrogant to say we are at that level now, but we are.
We returned to some of the old areas we’ve been to and started scouring through parts we couldn’t get to before. As it were, if a place is difficult to get to, those that do are quite dangerous indeed, so it has been painful.
It paid off, though. We found a cavern or two, secret paths and roads and many other things. It has been extremely difficult for Harry and No Name, but they are slowly getting the hang of it.
Castle Hillstone
Castle Hillstone has its own Zoo, which, apparently, is a place where rich folk keep wild and untamed animals for other rich people to look at. I could understand the attraction in this activity, were I not an adventurer who sees exotic beasts on a daily basis.
Caslte Hillstone also has a dungeon, which we will, naturally, have to explore.
There was also another strange item to be found, this one labeled N-19 Capitor. Our experience with the Inner Sanctum made us familiar with alien technology, so I can now safely say that these items are not from this world. Since there has been one in each of the three castles we visited, I will also assume there is one in every castle.
Lastly, since they are not of this world, I will assume Corak, or someone connected to Corak left the items there for someone like us to find. The lords certainly didn’t put any importance into these items, as they were just placed there as ornaments.
The castle Grand Hall describes the personality of Lord Slayer perfectly. His guests are exotic beasts and monsters from all over the world and his festivities include fighting these beasts, to the death. As for the throne room, the lord had a quest for me, but I couldn’t accept until I paid a visit to Hoardall and formally declined his tasks.
There’s actually a guy selling an Elixir of Remove Quest, or something along those lines at the castle, so that’s what I used. The thing is, the Lord Quests seem to be of the generic type. I picked the page’s quest because I wanted to start from the bottom (there are four quest levels) and I got a task to kill a swamp dog. Easy enough.
This lord somehow captured the Red Bishop of Battle, so we managed to free him with the Red Key. I also freed two more prisoners, claiming they were imprisoned for killing an Earth Wyrm by using Magic instead of Might. Since Lord Slayer gave us a task to kill a Swamp Dog, we should probably keep that information in mind.
In fact, this is exactly what we did as we stepped out of the castle into the swamp and charged into the first pack of dogs we’ve seen. It pays off to keep maps and notes.
The lord rewarded us and gave us another, slightly more difficult task. We are to kill a royal horseman.
Royal horseman? Do the lords have an issue with the queen? We should get to Luxus Palace Royale sooner rather than later.
Sarakin’s mine
I urged the party to retire Harry for now and give Sir Hyron a chance to grow for a while.
Our first intention was to go explore Hillstone’s dungeon, but after taking a short stroll through it, we decided against it. Lord Slayer is a peculiar collector of dangerous things. While is Zoo was manageable, his dungeon was way past his Zoo in the danger department.
Instead, we remembered an unremarkable mine close to castle Pinehurst.
Rax clearly hoped to find riches in this mine, but I overheard people talking. The mine was abandoned ages ago and all that was left of the gold once abundant here is fine dust, pretty to look at, but utterly worthless.
Instead, the mine was home to something far less preferable – it was haunted by a dead necromancer and his minions, Sarakin. It was also extremely unstable, with frequent cave-ins taking their toll on us.

This is the spirit you see at the central part of the level. I’m not sure if the “ore” is a type or a pun.
Sarakin’s shade was close to the entance of the mine, warning us to go back, but we chose to ignore it. With Alana and myself ready to turn any undead running, and Sir Hyron and No Name giving backup with their crossbows, we didn’t expect much trouble.
We even freed two adventurers that got trapped by a cave-in and they agreed to assist us in the future, for a symbolic fee.
Eventually, we found Sarakin’s tomb and fought the shade. It was a difficult battle, with Sarakin himself and some of his minions repelling any weapon attacks and spells, but nothing can fully resist Disintegration. Eventually, they fell and revealed a magical fountain, removing any unnatural aging the shades we fought inflicted upon us.
Sword of Valor
Naturally, we did not clear the mine in one fell sweep. As usual, we went back and forth between this place and MIddlegate several times.
At one of these occasions, just as we were about to enter the mine, Robin heard a noise in the nearby mountains. There was a highlander hunting party camping there. They got their hands on an ornamental sword and offered it to us in exchange for some sparring.
Mountain folk are hard, but they were no match four our cumulative experience and abilities, so the sword was ours.
It is a useless trinket, strictly intended for decoration, but someone clearly lost it, so hoping we would find that someone, we decided to keep it.
Side Note: Future Plans
I started training hirelings for the class quests ahead. The way I understand it, only the classes related to the quest, accompanied by robbers can go to class quest areas, so I need a group of high level guys to do this. Because of that, I was training No Name, the archer and have switched from Harry Kiri, the ninja, to Sir Hyron, the knight at first, but later on started switching in other potentially useful classes. I’m thinking the robber can be Rax herself, but I should probably have as many high level sorcerers, clerics, paladins, archers and nights as I can.
Well, technically, since I can only have two hirelings, I can also only have two of the required class.
I also spent some time going from town to town, taking all of the hirelings to Middlegate, since this is my base of operations, offering the cheapest services.
Side Note: Party Progression
Here’s my usual party report. Lots of upgrades this time.
Lorelei, Level 15 Dwarf Knight
- Helm +7
- Quiet Sling +2
- Dark Trident
- Ivory Cameo
- Mgt Gauntlet +1
- Plate Armor +5
A level and a far better armor for Lorelei. Plate Mail +4 got upgraded to a Plate Armor +5.
Priscilla, Level 14 Human Paladin
- Helm +6
- Shaman Pipe +7
- Mgt Gauntlet +1
- Plate Armor +5
- Tri-Sickle +5
- Agate Grail
Also a level and an armor upgrade, but Priscilla also replaced her Magic Charm for another pair of Might Gauntlets. She hits almost as hard as Lorelei now.
Rax, Level 15 Half-Orc Robber
- Crossbow +2
- Thief’s Pick +2
- Blazing Axe +4
- Silent Horn +3
- Great Shield +2
- S Chain Mail +4
Either Rax is all maxed out, or she has really bad luck with item upgrades. She did get three levels, though.
Alana, Level 15 Gnome Cleric
- Hero Medal +4
- Quick Flail +2
- Great Shield +4
- Helm +6
- B Splintmail +4
- Defense Ring +2
Alana gained two levels and her spell level is now 8. She needs spells, though.
Robin, Level 14 Elf Archer
- Speedy Sword +4
- Hero Medal +3
- Ray Gun +1
- Chain Mail +4
- Defense Ring +2
- Great Bow +5
Robin replaced her Ice Sickle for a Speedy Sword, so she can start the battle first again. She also gained a level.
Aleen, Level 14 Elf Sorcerer
- Dagger +4
- Magic Charm +3
- Silent Horn +1
- Padded Armor +2
- Defense Ring +7
- Hero Medal +2
Aleen got nothing. Seriously, no level, no items.
Side Note: Recap
So, just to recap what happened this time.
I explored Castle Woodhaven fully. There are treasure rooms, but I have no idea if there’s anything useful in there. Each castle has a bishop you can free by buying the key of the same color at one of the town’s locksmiths. Each bishop gives you experience for freeing him.
I also explored Castle Hillstone. The Lord is Lord Slayer and he seems to be thematically oriented towards might, but I’m not sure if it has an effect on the game. I freed a couple of hirelings from the castle to. I tried tackling the dungeon, but it’s too tough for now, in my opinion.
The Hillstone bishop apparently gives more experience if you do the arena champion thing I found some messages talking about.
I started training hirelings to make myself more ready for the later class quests, since you can only take characters of that class alongside with robbers on a class quest.
I explored Sarakin’s Mine. I thought the gold dust does something, but I couldn’t find out what. I killed Sarakin and was able to use the rejuvenation fountain behind him. I’m not absolutely sure it makes you younger, but I think it does.
I also got the Valor Sword from a fight in the nearby mountains. It doesn’t do anything, so my guess is that it’s a quest item.
Next Time
I’ll explore some other place, basically. I have absolutely no idea what that place will be. I’ll also keep training hirelings.
Might and Magic Book Two [9] – The Perils of Sandsobar and Vulcania
With Pinehurst fully explored and Peabody’s son still missing, it was time to find information elsewhere. Maybe another castle would be a good idea, or maybe even a town dungeon?
Battle Reports of Robin, the Archer
Alana claims I have issues; that I’m too keen on shooting things. Why wouldn’t I be? Shooting things is fun.
Anyway, she’s starting to think I’m a bit on the crazy side (which is also fun), so she’s being a pain about me writing a journal. She says it would help with my “issues”. Yeah, right. I don’t have any issues.
Still, I can’t deny writing is a useful skill and I sure have been neglecting it since about forever.
To Sandsobar
Day 90, Year 903
We just got out of Pinehurst, where I had a lot of time to practice my shooting. We decided to go to the dungeon below Sandsobar next. Hopefully, there will be shooting there was well.
My bow is getting worn out, though. I’d like to get a new one soon.
We used a portal to get to Sandsobar, stopped by the blacksmith, bought a yellow ticked and then immediately used it to enter a battle at the monster bowl. We fought Vikings.
Vikings are big, which makes them easy to hit. There’s something about hedgehogs that’s very attractive to me, but I prefer when there’s a challenge.
Day 91, Year 903
I knew we should’ve visited this dungeon ages ago. Everything in it is week. The only thing that hurts are the ankle traps and you can’t shoot ankle traps.
Well, you can, but it wouldn’t do you any good.
Day 92, Year 903
There was a thief who offered us training in thievery. Rax was being silly and accepted. The thief spoke a bunch of nonsense, confusing Rax even more, took the cash and ran away. I think Rax is even worse at disarming traps now.
Rax’s Thievery is down to 69% now, for some reason. I’m not sure if the thief died it, or if it happened some time before, but I did not like it.
Day 94, Year 903
There was a note about a spell around the Elemental Plane of Water. Aleen wanted to write it down, as usual, but then I reminded her we already have the spell, because I’m smart like that and I didn’t want to wait around when I could be shooting things.
Day 95, Year 903
We couldn’t find a way forward. We explored every path, but they were all dead ends. Then I remembered a fun game I played as a kid – “wall chicken”. Basically, you charge into walls and see who quits first.
As usual, one of the walls quit first, and we found the thief den.
We crashed our way in and soon found the guild boss, Rinaldo Junior. I wanted to shoot him, but Rax wanted to be a better robber. She sure could use some improvement, so I let the guy go. Apparently, we are more street smart now, whatever that means.
That’s what the game said – you feel more street smart. My thievery didn’t increase, and I didn’t have any slots for a new skill, so I’m not sure what happened there.
Day 96, Year 903
Orcs! I love shooting Orcs!
The entire southern half of the caves was filled with some type of orc-pig mutants. I love the way they squeal with an arrow in their behind.
Day 97, Year 903
A zombie gave us an Admit 8 Pass for Corak’s Cavern. I’ve seen it all now. My life is fulfilled.
Day 98, Year 903
Some killer canine’s made themselves a den in the south eastern part of the dungeon. I turned the entire pack into pincushions and then Rax took the glory by finding a Dog Whistle in the remains. What good is a dog whistle anyway?
Not much good, actually. It gives a plus one to luck when worn and can be used to cast the Guard Dog spell. There are far better uses of inventory slots.
Day 99, Year 903
We are back in Middlegate and it took just over a week to explore the cave. See how much more efficient I am compared to Alana? Heck, we even have time to go to Corak’s Cavern.
Back to Corak’s Cavern
We found Lloyd!
Now both Aleen and I can cast a beacon anywhere we want and then return to it later instantly.
I can’t believe I missed this, but the secret passage to where Lloyd was is behind the stairs out of the dungeon. I should’ve known, since I already knew the coordinates from a random message. In any case, I have the spell now. I just have to figure out how to use it.
Day 100, Year 903
Ghosts are no fun. Aleen and Priscilla just wave their hands and they go away, but my arrows fly through them. It’s not fair!
Day 101, Year 903
Some guy in the cavern only wants to talk to “clerics and their robber assistants” which means the rest of us will be staying in Middlegate, chilling. Oh well. I hope it isn’t too troublesome for them. I don’t want to miss out on the shooting.
Alana and Rax hired two adventurers of their own professions at the Inn and went for it. Alana said it’s a mentorship program, but if you ask me, they just needed cannon fodder.
Day 101, Year 903, Afternoon
I’ve been thinking about this mentorship program and it might not be a bad idea. Here’s my pitch:
We offload our spear gear on some poor sods at the Middlegate Inn and maybe even take them with us every once in a while. They get some experience and proficiency and when we need them for some menial task, they have to help us, because it says so in the contract.
I mean, what good is the money we get from selling our gear when a single leprechaun can take it all away? I call that an investment!
Day 102, Year 903
Alana and her gang god back during the night. It seems the keepers took our Admit 8 pass the last time we tried to get in, so we need to find that zombie and get another one. Oh well, there’s plenty of time for that later.
To Vulcania
To be honest, I don’t think the four would’ve survived the inner crypt by themselves.
I’ve convinced the team to go to Vulcania.
Day 103, Year 903, Vulcania’s Caverns
Lava. Lots of bubbling lava. Aleen taught me how to cast levitate, though, so I’m not too worried.
Day 104, Year 903
Apparently, there are other heroes known throughout Cron and someone has been keeping track on their whereabouts on the walls of these volcanic caverns. Scribes are strange folk. Paper is so much more practical.
Day 105, Year 903
By the Divines, how I hate mazes. This whole cavern is one huge maze. There’s no change in hell this is natural. Nature is incapable of being so cruel. The design of these passages has intent, and it isn’t good intent.
What the inferno kind of names are Thund R. and Sir Kill?
Some kind of weird floating head took a look at our Rax and he instantly turned to stone. Luckily, Alana had something to say about that, but it’s funny. Even when there are no traps, Rax, manages to find one.
Day 107, Year 903
Divines damn these tunnels! We’ve been navigating a section for two days only to find an out of tune giant singing a terrible song at the end of it.
And then we realized the passage simply circles back.
Day 109, Year 903
At the end of one more passage, we finally found something of minor, albeit very minor use. Two adventurers were tied up there, by whom, we weren’t able to find out. The ninja is completely insane, so there’s no information to get out of him, while the other one suffers from amnesia. He even introduced himself as No Name.
They agreed to be at our disposal in the future, so they are now official members of the Mentorship Program.
And with that, we couldn’t find any more passages to navigate through. The volcanic caves were fully mapped, or so it seems.
The caves below Vulcania are mostly one-way secret passage sections. There was a split in one of them, pointing at “Endurance” on one side and “Help” on the other. I was hoping for a stat increasing pool at the end of the Endurance section, but all that was there was a giant. I listened to it, but as was as I can tell, nothing happened.
Personal Notes of Aleen, the Sorceress
A fool remembers. Everyone else uses ink. I will write down any information I find into my personal notes.
The mystic Thaumaturge of Good can be freed if you enter Right 32 and Left 64.
Look in Castle Xabran at 6,2 and you will find the Earth disc.
Seek the N-19 capitor at 3,13 in Castle Hillstone.
Look by 0,6 in the Luxus Palace Royale for the A-1 Todilor.
Dead Eye and Red Duke are in Bozorc’s control in D1 at 14,1.
Unlucky Sir Kill and Jed I should not have eaten so much fatty food. They are trapped by a cave-in in Sarakin’s.
The Air Disc is at 15,15 in Xabran.
Star Burst is in the center of the Dead Zone
Side Note: Party Progression
And finally, we have our usual party report. There have been levels and items this time.
Lorelei, Level 14 Dwarf Knight
- Helm +7
- Quiet Sling +2
- Dark Trident
- Ivory Cameo
- Mgt Gauntlet +1
- Plate Mail +4
Lorelei simply gained a level this time. She’s at 146 health.
Priscilla, Level 13 Human Paladin
- Helm +6
- Shaman Pipe +7
- Magic Charm +4
- Plate Armor +2
- Tri-Sickle +5
- Agate Grail
Priscilla gained a level and a spell level, so she can cast level 4 clerical spells now. She upgraded her Iron Helm +2 to a Helm +6.
Rax, Level 12 Half-Orc Robber
- Crossbow +2
- Thief’s Pick +2
- Blazing Axe +4
- Silent Horn +3
- Great Shield +2
- S Chain Mail +4
Rax didn’t get any upgrades, but she did gain two levels. Her thievery is at 70% now. It dropped to 69% for some reason, but it’s going up again, apparently.
Alana, Level 13 Gnome Cleric
- Hero Medal +4
- Quick Flail +2
- Great Shield +4
- Helm +6
- B Splintmail +4
- Defense Ring +2
Alana gained no levels this time, but she did at least upgraded her Helm from +4 to +6.
Robin, Level 13 Elf Archer
- Ice Sickle +3
- Hero Medal +3
- Ray Gun +1
- Chain Mail +4
- Defense Ring +2
- Great Bow +5
Robin also gained no levels, but she didn’t get any upgrades either.
Aleen, Level 13 Elf Sorcerer
- Dagger +4
- Magic Charm +3
- Silent Horn +1
- Padded Armor +2
- Defense Ring +7
- Hero Medal +2
Aleen gained now levels, but she did get one major upgrade. Her Defense Ring +2 is now a Defense Ring +7, so her armor class is finally starting to look decent.
Side Note: Observations
White Knights are the bane of my existence. For some reason, the only thing that has even a remote chance to deal damage to them is Disintegration, and even then, not one has it been an instant kill. Basically, I’m better off just running away with white knights.
Outside of that, things have become much easier once I got Raise Dead and Stone to Flesh. I can now recover from almost anything, so the risk of losing progress is greatly reduced. This means I can stay away from town longer and thus explore much faster.
As for the writing, it’s probably as bad as ever, but at least I have something of a system now.
Next Time
Three town dungeons are cleared. I assume the one under Atlantium is probably too difficult, but I might try clearing Thundara. There’s the snow beast there as well.
Might and Magic Book Two [8] – Castle Pinehurst
After a year, we are certainly getting stronger. That much we can be sure off. We are also certain there is something sinister troubling the world of Cron. What that is, however, we have no idea. It’s time for some diplomacy.
Journal of Alana, the Cleric
Day 50, 901 CE
It has been a year and we know nothing of this world. There must be a reason Corak summoned us here, but he is long dead now and I made wow not to dabble in necromancy. We must get information the conventional way. We must visit the castles. Lord Hoardall is obviously of no use, so we will put our hopes in the other lords.
Day 51, 901 CE
We arrived at castle Pinehurst after a day’s journey. The guards allowed us entry after we have proven to possess the key, which must function like some sort of pass.
Hoardall was a lord, but at least his castle seemed like a castle, although filled with clutter. Pinehurst, however, is built as a cryptic puzzle. Immediately upon entry, I knew this place would be a pain, with the two entry doors uselessly marked as Left Door and Right Door. It took a day to get here, though, so I urged the group to stick with it and pick a door at random.
Rax hoped her thief’s luck would help, so she decided for us to take the right door. We entered a rectangular room filled with even more doors and a sign saying the unmarked ones are dangerous. As the sign said, some of the doors had more cryptic labels, but some remained unmarked. At this point, I wasn’t certain I should trust the sign, but we would find out soon enough.
Before looking behind any of the doors, I wrote down all of the labels, hoping to find some meaning in them. To my surprise, the meaning was clear, as long as the labels were read from the correct point, in the order they appeared on the doors.
Beware the time traps. The world will end in the year 1000.
For the first time since we arrived to Cron, I felt like I had some concrete knowledge of the situation. In Varn, messages like this one were left behind by Corak. Since he was the one who brought us here, I feel it would be prudent to assume he is the author of these messages as well. Because of that, Aleen, Priscilla and myself decided to take them seriously, though Rax and Lorelei remained reserved. As usual, Robin didn’t really care. She just wants to shoot her bow at enemies.
I died a bunch of times in castle Pinehurst, due to some of the monsters paralyzing the entire group, etc.
Day 52, 902 CE
We lost a year. We took a stroll through one of Pinehurst’s hallways, fighting enemies along the way and stumbled into a force field. As soon as we entered, everything around us started to speed up greatly. We got out noticing nothing. Upon our return to Middlegate, though, the Innkeeper asked us where we were for a year.
The world ending in the year 1000 might not have seemed urgent before, but if these traps are expected to be common in the days ahead, then those days might turn into years very quickly.
Day 54, 902 CE
This is starting to turn into a full on siege. We had to go back to Middlegate to resupply and rest before venturing back into Pinehurst. Not counting the year we lost, we have been exploring the castle for three days now, and we have yet to see any official or anyone willing to even talk to us, for that matter.
I’m beginning to think the lords of Cron aren’t lords at all – just pawns in some strange, incomprehensible game.
Slowly but surely, though, we are learning about the world.
Day 55, 903 CE
And now we’ve lost another year. I knew there was going to be more time traps such as the one we already fell in and I urged the party to remain alert, but there is simply no way of recognizing it until it’s too late. This time, there was no need to go back to Middlegate. Everyone already knows how time dilation feels.
Day 58, 903 CE
We found an item in one of the hallways, which was already described to us as the J-26 Fluxed. We have no idea what it is, but we took it as important and picked it up.
Day 62, 903 CE
We found the throne room and it only took us three years. Lord Peabody actually seemed like a normal person. His castle wasn’t some elaborate puzzle. It simply served as a laboratory for his experiments with time. The traps we stumbled into were regrettable, but they weren´t actually traps – they were simply consequences of some of his failed research.
The lord had a favor to ask of us, though. His son Sherman went missing and he asked us to find him. In return, he would allow us the use of his Way Back machine, which is a time travel device, as best as I can figure out. Having something like that under our control would greatly help us in stopping the eventual cataclysm.
Day 63, 903 CE
There is a dungeon below castle Pinehurst which we fully intend to explore. It seems we would stay here for even longer than expected.
We encountered a Leprechaun. Our hard-earned money is gone again.
We found the Yellow Room and freed the Bishop of Yellow Battle, by using the Yellow Key. This is the second Bishop we freed, the first one being in castle Woodhaven.
Day 64, 903 CE
We entered the dungeon.
Day 67, 903 CE
Rax keeps dying to traps she is supposed to disarm. Aleen was forced to fly us back to Middlegate several times in order to resurrect her. She constantly boasts about her skill in thievery, but I’m starting to wonder.
The dungeon was taken over by demi-humans, helped by some traitorous soldiers. We are slowly navigating through it, but the constant fighting is taking its toll. Luckily, the soldiers have some high-quality equipment, so we are at least getting something out of it.
There was a lever with a cryptic message next to it, advocating accuracy over speed. Aleen figured it needs to be pulled in a precise manner, so she advised Robin to try and do it, but as far as we can tell, nothing happened.
Day 68, 903 CE
Robin seems more sluggish than usual. It’s possible the lever she pulled may have affected her somehow. Her hands do seem steadier.
I have no idea what the leaver did, but Robin is acting after Aleen now, so it’s possible it reduced her speed and increased her accuracy. I should pay more attention in the future.
Day 69, 903 CE
Aleen just realized something is blocking her teleportation spell while in the dungeon. This might end up troublesome.
Day 71, 903 CE
There was a hallways with a sign proclaiming NO KNIGHTS. We chose to ignore it and suddenly, we were someplace else. It was the same dungeon, but a different part of it.
We met a friendly face in the dungeon. An old knight offered to take us to the Luxus Palace to fight bad guys. This dungeon was challenge enough, so I politely declined.
Day 72, 903 CE
An ancient curse was placed at the end of a hallway. It was probably placed by some misguided wizard, as there was no sense of malice behind it, but it did end up draining our magic and preventing us from being fully prepared for the ambush that followed. Aleen and I managed to retreat to safety to return and retrieve our friends´ bodies, but luckily, Robin managed to hold her ground and dispose of the last enemy with the last bits of strength she had remaining. We rested and moved on.
Day 73, 903 CE
All of the recent combat experience has put a strain on the powers provided to me by the Divine, but it also taught me how to tap into them more efficiently. I am now able to take my allies back from the brink of death.
Day75, 903 CE
There was another hallway with a sign, this one banning paladins. Again, ignoring it took as to a different part of the dungeon.
Day 76, 903 CE
Though her skills at disarming traps are questionable, one cannot deny Rax’s loyalty. We were ambushed by a group of wild men and all but here were felled. She hid, waited for them to leave our bodies and then dragged us one by one all the way back to the temple in Middlegate. Without her, we would have long perished by now.
Day 77, 903 CE
Another leprechaun.
Aleen´s power is frightening. She is able to outright destroy several creatures at a time if she chooses to.
I’m talking here about the Disintegrate spell. I’m aware it was extremely useful in some versions of Might and Magic Book One, but that wasn’t the case in the version I played. In the first game, this spell would simply miss the vast majority of times.
In Might and Magic Book Two, though, it’s simply amazing. It targets a group of up to four enemies and it has a decent chance to outright destroy any of them. If it fails at that, it does exactly 50 damage, which is a very decent amount. Finally, it can fail completely, but this happened very rarely and it almost never happens on all the enemies it targets. Usually, at least one if not more are outright destroyed.
What’s even better is that it has a measly cost of six gems and six spell points.
Day 80, 903 CE
Adventuring is a profession that enables one to see the world. Over and over again, events demonstrated how some things that seem universal are simply cultural.
For instance, the mountain men that sometimes attack us could easily pass for women in some cultures. Their very existence proves the definition of masculinity is certainly not universal.
We found a pool within the dungeon today. We all stepped into it and felt changed, but we aren’t sure in what way.
The pool said that all who are worthy attained a new level of accuracy, but the attribute didn’t increase for anyone. Either there’s a Clerics of the South type of procedure that needs to be done in Might and Magic Book Two, or the message meant something else.
Day 82, 903 CE
Another hallway and another sign – No humans. This one is strange, since there was another one exactly like it at the dungeon entrance, but there was nothing that happened to us even though we ignored it. This one, however, sends us to the same spot the other two sent us.
Day 83, 903 CE
The dungeon below castle Pinehurst is now fully explored. All that remains are the strange hallways.
Day 88, 903 CE
Priscilla was waiting for us at the Middlegate Inn while we returned to the dungeon and carefully navigated towards the hallways blocking access to humans and paladins. The later was home to a magical grail which used to belong to the hero priest Agate, but we aren’t sure what the former did. We felt a surge of power as we touched upon the back wall and I can personally say that I do feel different, but I’m not sure what exactly happened.
The irony here is that Priscilla is the only one among us able to make use of the Agate’s grail.
Day 90, 903 CE
This time, Lorelei waited for us in Middlegate, so we could access the last blocked hallway of the Pinehurst dungeon. This one was well worth the trouble, though it didn’t seem that way at first.
It contained a completely uninteresting piece of ivory jewelry. We took it anyway and brought it back to Lorelei. Upon touching it, she immediately felt a surge of strength she never felt before. This is something she will treasure for a long time to come.
With that, castle Pinehurst was fully explored. There is no reason for us to go back to the dungeon and we know where we can find Lord Peabody if any news off his son comes up.
I got a “surge of power” from a non-human hallway and two pretty awesome items from the class-related hallways, which are only wearable by the classes I had to leave behind to get it. I’m not sure what the surge of power did, but I think it increased some of my attributes.
As for the two items, Agate’s Grail increases personality by 15, while the Ivory Cameo does the same for Might. Lorelei now has over 50 might.
Personal Notes of Aleen, the Sorceress
A fool remembers. Everyone else uses ink. I will write down any information I find into my personal notes.
The world will end in the year 1000. Beware the time traps.
To win the Queen’s Triple Crown, take a Black Ticket to the Arena, Monster Bowl and Coliseum. After victory has been achieved, return for your reward.
A man in Pinehurst dungeon can transport us to Luxus Palace.
Side Note: Party Progression
And finally, we have our usual party report. There have been levels and items this time.
Lorelei, Level 13 Dwarf Knight
- Helm +7
- Quiet Sling +2
- Dark Trident
- Ivory Cameo
- Mgt Gauntlet +1
- Plate Mail +4
Lorelei gained another level and found some upgrades. Her Iron Helm +1 was replaced with a Helm +7 and she got rid of her Hero Medal +2 in favor of the Ivory Cameo. Her might is now at 52.
Priscilla, Level 12 Human Paladin
- Iron Helm +2
- Shaman Pipe +7
- Magic Charm +4
- Plate Armor +2
- Tri-Sickle +5
- Agate Grail
Priscilla also gained a level, though she started to fall behind now. She replaced her Hero Medal with the Agate Grail and upgraded her Iron Helm and Magic Charm. She replaced her Ice Sickle with a Tri-Sickle +5, sacrificing some frost resistance for a lot of extra damage.
Rax, Level 12 Half-Orc Robber
- Crossbow +2
- Thief’s Pick +2
- Blazing Axe +4
- Silent Horn +3
- Great Shield +2
- S Chain Mail +4
Rax gained a level and upgraded her Great Shield +2 to a Great Shield +4. That’s about it for her this time.
Alana, Level 13 Gnome Cleric
- Hero Medal +4
- Quick Flail +2
- Great Shield +4
- Helm +4
- B Splintmail +4
- Defense Ring +2
Alana gained a spell level as well as a character level. She didn’t get any new items, though. The important thing is that she can now raise the dead.
Robin, Level 13 Elf Archer
- Ice Sickle +3
- Hero Medal +3
- Ray Gun +1
- Chain Mail +4
- Defense Ring +2
- Great Bow +5
Robin gained two levels, replaced her War Hammer +2 with Priscilla’s ice Sickle +3 and upgraded her Hero Medal.
Aleen, Level 13 Elf Sorcerer
- Dagger +4
- Magic Charm +3
- Silent Horn +1
- Padded Armor +2
- Defense Ring +2
- Hero Medal +2
Aleen gained two levels and a spell level, but she already got my favorite spell (Disintegrate), so that’s not important. She upgraded her Hero Medal with a hand-me-down from someone else.
Next Time
I’m thinking I should go back to Woodhaven and fully explore it, or maybe visit one of the town dungeons. I should also maybe reduce the amount of details in these logs. Seven pages!