![]() ![]() Grace gets 50 experience points for saying hello. Much of the talking as possible to try to cure some of the experience I haven't done that, but I have tried to have my lowest-leveled character do as Since monstersĭon't disappear when the encounter ends, you could theoretically "grind"īy encountering and talking to the same friendly parties repeatedly. Non-hostile NPC party gets some modicum of experience. It's notable that any character who successfully "talks" to a You get no lore or other assistance from monsters. As it is, a successful "friendly" encounter offers nothing more than the ability to trade (rarely do the monsters have anything I want, with the exception of the occasional torch or lantern), get an NPC companion (of limited utility), or negotiate a withdrawal, which you can do without talking to them in the first place. If the encounters were more meaningful, this would be a fun dynamic, and there would be reasons to learn as many languages as possible. If you want to play out an encounter, you can try talking to the parties, with success determined by whether you know the language and (I think) both your charisma and negotiating skill, the latter of which often increases during a successful encounter. One of the more interesting monster types in the game. I assume there must be some fixed, unavoidable encounters in the game, but I haven't found them yet. ![]() ![]() If they encounter you, it's because they happened to wander into your square, not because they made a beeline for you. The enemies stay in the area and may re-encounter you again, but they don't actively chase you in fact, movement of monster parties seems to be entirely random. You'll even get experience if it's not the first round. You have the ability to "withdraw" at any time, including the first round, with no penalty. One of the primary reasons that they don't work is that combats are essentially optional. The inter-related encounter, combat, magic, equipment, and economy systems of this game have some interesting ideas but ultimately don't work very well. I had to find a rope down below to get back up. Transitioning between the two monastery levels and the two catacombs levels. I imagine if I had gone all the way back out of the dungeon and returned, it would have been there, but as it was I just reloaded. So I (l)eft it, shuffled some inventory around, and went back to the square, only to find that I no longer had the option to get it. It weighs a ton, and when I originally tried to pick it up, the game said it was too heavy for any of my characters. The sarcophagus was a bit of an annoyance. It appeared from the messages that I received that after the dwarves destroyed the upper levels, they were slaughtered by undead in the catacombs below the monastery before achieving their objective. When I arrived, I found that the complex had been recently invaded and sacked by evil dwarves-so perhaps it's not just the elves who are acting inexplicably hostile. The Count of Cyldane had sent me there to find more information about the elves from the monastery's libraries. Most of my playing time since the last post has been in the monastery of Sagacita, which comprises four 34 x 34 levels-the game's standard. They have to be, because there are only a handful of them. ![]() The dungeons in the game are quite large. In any event, I'm rather sick of typing the name and having to do a brief check to make sure I spelled it right every time. What do you suppose the developers were going for with "Faerghail"? Some combination of "faery" (or "fair") and a place-name suffix? A "phantasy spelling" of the last name "Fairgale?" They didn't seem to have adopted it from existing literature the only other thing that uses "Faerghail" is a metal band from Finland, and since they were formed in 1995, we're left to suspect that they took their name from this game. ![]()
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