You probably thought this LP was dead
NOPE!
Albert goes towards the mayor's house and is instantly recognised as a noble conjurer. Must be because of that cape. Capes make everyone look important.
Albert moves into the study, and indeed, finds spiders crawling out of the cobwebs in the corner.
Squishing and charming a couple of them soon lures about the muthaship. It needs to be charmed lest it respawns.
We shall banish them then.
Pop! They disappear in sparks of light.
YEAAAAAAAA, Albert has achieved level two, and has advanced from 'initiate' to 'apprentice conjurer'.
There's nothing to do when you get levels in Nox, as all your stats increase automatically according to your class.
Jewgold is always welcome
As Albert heads towards the main gate of Ix, a strange purple creature flies towards him.
And it morphs into Aldwyn. Neat power, shame we'll never have access to it
Aldwyn morphs into an imp again and leaves. The guard allows us to pass...
The captain always gives us briefings in those new chapter introductions. Apparently, the 'mana mines' next to Ix have been invaded by monsters. The miners need evac and the monsters need to be wiped out, as the mana mines are a key resource in Nox - both conjurers and wizards need mana crystals in tonnes to perform their craft.
Which does beg the question why the hell would they send anyone as green as Albert to handle such an important problem.
I ain't afraid of no bandits!
First thing we do is stray off the path, obviously.
And look for secrets!
Nox is chockful of secrets and you have to be constantly on the lookout for them.
A wolf guarding a sturdy staff. Not much, but it can be sold at least. Also, some gold in a chest.
More wolves
Taking a long way around, hugging the forest wall reveals these two chests, holding lots of arrows. They will be very useful later on.
A cave full of bats.
And some sort of a hut.
A majestic quest! Those bandits shall be disposed of. No one is stealing spectacles from hermits on my watch!
O snap, guess this is one of those fabled bandits.
BETWEEN THE HAMMER AND THE ANVIL
Fortunately, the bow and all the arrows he's found lately give Albert a shitton of firepower that allows him to dispatch the brigands without taking harm.
And another one down
Those Shelter archery lessons finally paid off
Albert reaches some buildings, most likely the bandit camp.
And brigand archers shoot him with arrows! Can't retaliate either, as they are popamolin' from inside buildings.
Albert takes cover and riddles a swordsman full of lead
Then he enters the hut and whacks the popamolist to death with his staff
Reaching another, larger building, dr Tokaj engages another archer in a firefight. Shooting stationary targets is actually fairly difficult in Nox, as the arrows are not 'hitscan', and the enemies have an in-built script that makes them sidestep when shot at.
Punishing all the outlaws, Albert recovers the stolen spectacles.
Tokaj ponders the situation and updates his PDA with a psychological assessment
I often deal with unstable patients, but this situation is not common headache. It's almost like... a sudden intensification of usual syndrome symptoms combined with a decline of self-preservation instinct. They might be highly dangerous to other inhabitants.
Then he returns the spectacles.
And gets a beast scroll as a reward. Neat!
Moving on, Albert encounters some wasps and a hive.
Wasps are actually fairly dangerous early in the game. Their stings don't do much damage,but their attack speed is very fast. They also poison you.
They also usually guard hives that can be broken down. Goodies can often be found inside, but whacking the hive causes more wasps to appear.
Yay, traders.
The mystic sells scorpion beast scrolls, which we get ASAP. You'll know why later.
Pah, tiny irrelevant scorpions. Who cares about those, amirite?
The other merchants sell arms and armour, which doesn't really profit us much. We'll be able to find most of the upper tier armour by ourselves, and we are not running short on arrows yet (and magic items are way too expensive for now).
Let's follow this path!
Albert encounters some wolves and slaughters them. The shield + sword are totally useless for a conjurer, but hey, free money.
More brigands along the road.
No passage, t'would seem.
Friggin omniscient guards
This path looks promising.
Aaaaand no passage here either.
HOW DO THEY KNOW ABOUT MY MISSION
Here's the entrance to the mines.
Sounds serious
Aldwyn was morphing into an imp when giving us the quest.
Anyway, the matter seems to be pressing and can have no delays
Let's loot the miner's lodge then!
First we rob the foreman of bow and arrows
Then get all the stuff in the miners' quarters. Not much inside, except for a pair of leather leggings. Now Albert only needs a helmet to have a full set of power armour!
Albert Tokaj enters the mines. He will find much Confinement Syndrome inside.
Also, something I forgot about in the previous updates: each chapter has a deathscreen after you get killed, and some mocking taunts from the bitch queen you saw in the intro.
Here's the one for the first chapter:
Such humiliation! You couldn't even find Aldwyn, much less become his apprentice! It is my destiny, Hecubah's, to become ruler of these lands, and you weren't even a flea in my way!
And the second one:
You failed to become Aldwyn's apprentice, and suffered an ugly death trying. The people of Nox have no hope against their inevitable doom, as subjects of my tyranny will cover the entire world! Hahahaha!
More to follow later! ^_______^