Showing posts with label Duneville. Show all posts
Showing posts with label Duneville. Show all posts

Monday, 6 April 2020

Enderal: Mile High

[Part of the Cursed story line]

Kurmai's flying boat is short a few materials so Tealor's advisor Yuslan and I are sent to retrieve said components - myrading out to Duneville and making our way up to the ravaged lands of Thalgard to do so. Thalgard is home to particularly nasty enemies, having been exposed to a huge magical explosion from an experiment gone wrong ages ago.

Our mission is a success, and after a few more hours of installation a crew is assembled to go with Kurmai to the Starcity which includes both Jespar and Calia while Tealor and Yuslan see us off. During the long flight Calia finally gives into my charms and I let her experience all I learned from the lust chambers at Ust Natha. I knew those would come in handy!

The need to defy gravity is so strong in this place.

Refreshed, we arrive at the spectacular floating city but find it abandoned which rattles Kurmai a fair deal as he believed his people were waiting for him here. Jespar and some of the crew remain to guard the ship while a small away team including Calia and myself follow Kurmai to search for any mention of a Numinos.

Insight: Thalgard is the Chernobyl of Enderal and has some high radiation of arcane fever, especially if you go to the original blast site called the Sunfire. Bring potions of ambrosia.

Friday, 3 April 2020

Enderal: Wishbreaker

[Part of the Cursed story line]

Jespar and I return to Ark to meet up with Grandmaster Tealor who is facing many critics upon the coming war, most vocally from Squad Leader Jorek, but Tealor refuses to surrender the Beacon. Instead he tasks us with finding three black stones to power it. To help in this endeavor, Tealor commands the guards to lift the kill on sight command previously on me and after paying an exorbitant fee I'm free of the law men again. It also helps that Mael, the instigator of that command, has left the city, presumably to pursue Dijaam across the sea.

The first of the black stones actually belongs to Jespar's family, most likely with his estranged sister since he doesn't have it. Our search for her reveals that she is also the vigilante known as the Bone Judge. When we finally catch up to her, we find the stone is what gives her her power and since Jespar can't talk her into surrendering I end up killing her. Jespar hates me for this, and spirals into a dark place full of powdered drugs, alcohol and whores. 

Sorry kid, the greater good is always better than a single person's happiness.

I track the next stone to a village near Duneville where everyone seems pretty happy. The owner of this artifact is a little boy whose only hope is to find someone to play with and using the power to create a "reality" where people like him and refuse to leave. I have no choice but to take the stone from him by force and kill the deformed child. As a result the people in the town die too, since they haven't eaten anything real for years and were just being sustained through the boy's wish.

Insight: Not sure why I couldn't pay my fine earlier, I guess I needed to wait long enough for the NPCs to respawn without aggro?

Thursday, 2 April 2020

Enderal: The Cycle

[Part of the Cursed story line]

Getting caught turns out to be the fastest way to meet the Nehrimise commander, Taranor, who finds and uses the magic plate to contact Tealor. Apparently there's significant evidence about of a cycle here in Enderal, one nearing its end in which all life simply vanishes.

The Keepers have been trying hard to stop it but the atheistic Nehrimise don't want that. They believe the cycle ends with evolving into something else, something greater. Hence they have come to wage war to stop the Keepers plans, unless Tealor agrees to stop constructing the device Lishari's team recovered from the dig site which they call "the Beacon".

Tealor flatly refuses, so the war is on. Being a good sport, Taranor decides against simply executing Jespar and I there and then - instead putting us on a raft  to let chance decide our fate. Fortune favors us as a passing fishing vessel picks us up after a few hours and takes us to Duneville.

They also didn't take any of our gear, that's convenient!

Here I find Esme once again, who lets all her feelings off her chest. With nothing left for her here, I urge her to find passage elsewhere before she gets caught up in the coming war. Or the end of the cycle. Whatever comes first.

Insight: This is unrelated to the current post but don't try attack any of the Rhalata in their main base (or do it off a save). The result is clever, humorous and fatal.

Saturday, 28 March 2020

Enderal: The Petrified

[Part of the Cursed story line]

We find Mael strung up on the theater stage but alive, and in front of him a priceless gem stolen from the Golden Sickle caravan long ago. Dijaam tries to grab it but is immobilized by a dart trap, leaving myself to deal with the puppet master - Pennypouches who is suffering from Red Madness!

One of the hardest fights in Enderal.

He sends his two hired Petrified goons (they really work for anyone) to deal with me in what becomes a really long battle! I end up using a lot of my potions and ammo to defeat the two fools before finally killing Pennypouches and administering the cure to Dijaam. Despite Mael's very vocal protests and threats, we promptly abscond with the gem to a secluded beach where Dijaam can properly reward me.

In the morning, she and the gem are gone having left a note that reads "I'm sorry". Knowing Mael is not one for empty threats I decide hideout in Duneville for awhile, and run into Esme en route - just in time to save her from some bandits, and to rejoin her search for Tara.

Insight: The battle against the two petrified is one of the toughest ones I've come across due to the mechanic. You need to knock both down at the same time and keep attacking while they are down to deplete their psychic shields / do any damage. Easier said than done for an archer.

Thursday, 26 March 2020

Enderal: Teammates

[Part of the Cursed story line]

With the bandits dead and Calia having disarmed the traps, Lishari's crew is able to descend to do their work. Since everything is under control here we head back to a myrad tower where I run into Esme, who is about to go do something stupid and/or dangerous. I volunteer to assist while Calia myrads back to Ark to report in.

We sneak into the Dark Valley, taking down the numerous Lost Ones and a random huge werewolf wandering within until we reach the haunted ruins of Castle Bleakstar that is inhabited by one stubborn phantom. Once it's dispelled we find proof that Tara may have fallen in with some nefarious cult with clues suggesting they moved to a location near Duneville. I hope it's not that suicide crew I found before.

Esme, you can't sneak with a lit torch...

Esme myrads ahead as I receive word of another urgent mission for the Keepers. This time I'm partnered up with Jespar to try retrieve knowledge from an eccentric artist at his distant, puppet-filled manor with specific instructions NOT to use violence at all. A small detour on the way to the manor rewards me with... a dragon fight!

Insight: Unlike Calia, Esme isn't a great fighter or tank. In fact, all she's good at is giving away your position to the enemy so expect to do some heavy lifting and prep health potions before hand.

Wednesday, 25 March 2020

Enderal: You're F-Hired!

[Part of the Cursed story line]

Returning from Duneville I manage to wrap up a number of lose ends at Ark - completing a relic collection for the SHOES guild, an egg collection for crazy Kurmai who wants to start an aviary in his floating "Star City", and the ingredients to reproduce the poison Mael was interested in - but not before first warning his rival Dijaam that she's under suspicion. Since she confronts Mael directly about it, I promptly get fired from the Golden Sickle.

Just as well as right after Calia and I get promoted into the Keeper guild, and Grandmaster Tealor puts us to work immediately - sending us to assist a nearby dig crew to retrieve an ancient artifact. Turns out this crew is led by Lishari, and her progress into the site is being held up by trap savvy bandits who have made a home of this place.

I happen to stumble into one - a giant pit but luckily land deep water. From there I can work my way back up, assassinating the entrenched bandits as I go. Only their leader gets the drop on me but Calia, who also fell into the pit but managed to hang onto something to find a different exit, shows up just in time to save me - using her menacing "shadow form"? She later explains that she has some other being in her that comes out to kill people from time to time.

More than just a pretty face.

Insight: Even without her shadow form, Calia is a decent tank and does good damage with her two handed sword so let her take point in combat. Comparatively Tharael does more damage with his twin swords but can't take many hits.

Tuesday, 24 March 2020

Enderal: A Sandy Vacation

[Part of the Cursed story line]

After the crazy events in the temple I need a change of scenery so I travel East into the Powder Desert, home of big cats, mini rhinos, and gorilla trolls - eventually reaching the little underground village of Duneville.

Here I help where I can - acting as cupid for a couple of villager, helping the watchdogs solve a murder, hunting bounties down including a wild myrad who is luckily a terrible shot, and exploring a distant isle that seems like some suicide cultist resort now over run by rats, bone rippers (death claws), and one scary spider.

Myrads are so cute! This one is a little shy...

I also do some artifact hunting and solve a ruin comprised entirely of puzzles which is easy thanks to the hints at the start. It's a good vacation, but with all the tasks in the area completed it's time to return to Ark. I have a graduation ceremony to attend after all.

Insight: While it's in the air, just strafe to avoid the myrad's breath attack. Once it lands it gets a lot more accurate so take cover!