A horde of squirrels comes out to greet us.
Later down the road, we meet these level 3 zombies.
Along with level 3 zombie crossbowmen.
Fortunately, zombies actually kind of suck, as they are more meatshield-oriented than doing any serious damage.
One of them dropped these neat gloves, which should come in handy.
This can't be good.
Fortunately, everyone is neutral here. There are also some new enemies we'll meet later:
A lich. Horrible, HORRIBLE creatures.
Level 3 skeleton archer.
Fancy high level lich.
Level 3 skeleton warrior.
And a talkative negrodancer:
Who are you knight? What do you want here, so far away from Kaarg?
My ancestry gives me the right to do what I please, where I please. Now, for instance, I want to visit your cemetery.
Is that so? Common people cannot go there, whoever they are.
What are you gonna do? Force me to leave?
No need to. The cemetery is well-guarded. The guards have been doing their job just fine so far, and I see no reason for them to fail this time.
Pfffff. We're not afraid of no guards!
HOLYSHITGETTHOSETHINGSOFFME
Well... unlike the zombies, high level skeletons pack a real punch. Our two mages can BARELY outheal two, but more are out of the question.
Yup, three are also too many.
Two are just fine, though
Later on, we find this lich.
HOLY SHIT
Assholes are superannoying because they have prismatic spray. And their prismatic spray has a long and wide range, which means it's hard to take cover from it.
And they have a gazillion defence and absorption, which means KC needs to risk his life and shoop the lich with fire arrows 'cause it would take Igles a lifetime to hack the bitch up.
Some more zombies.
Again, one of them left a fancy hat.
Another necromancer encampment. They are also all neutral, but none wants to talk.
Some more undead.
BLOODYBLEEDINBLIMEY
We hide Igles among the trees so he won't get hit by the ogre.
It wasn't enough due to the stable damage dealt by bats.
That's why KC needs to nuke the vermin.
Now, while Igles is struggling with the skeletons.
We remove his weapon and make him tank only one. During that, the ogre is stupid and useless, so KC keeps barraging him with fire arrows.
Once he's down, we are free to clean up.
Shit, more skeletons.
And a lich...
AND ANOTHER LICH, WHAT THE FUCK
Oooookaaaaaaaaaay, let's go around this supermob and look for other things of interest. Perhaps it's not necessary to engage.
WHAT IN THE
FUCKING FUCK
Barraging the bats with fireballs doesn't quite work because while KC can take out some of them, he runs out of mana quickly, and the remaining ones are many enough to not be outhealed.
So after shooping our mana dry, we decide to hightail it. Maybe the necroes will aid us?
Yeah, right. Assholes.
But this tactical retreat allowed us to regenerate our mana, so we're ready for another salvo.
And the bats go down eventually.
Later on, we meet some zombies, but this message pops up. Wut. Well, guess we'll have to continue exploring.
I've been everywhere. And nothing happened. Guess we have to engage the supermob after all...
This strategic position among the trees should allow only one skeleton to hit Igles.
Okay, two. Right, maybe he'll survive...
DON'T LET ME DOWN, CLUELESS
FFFFFUUUUUUUUUUUUUUUUU
I found this location here, where this time ONLY one skeleton can attack Igles. BUT, I can't seem to find a good position to set up the mages. Everywhere I put them, they get raepd by prismatic sprays.
Attempting the previous position again...
Argh.
I think I've tried like 15 different variants of placing the mages, and finally this managed to work
Even though I'm pretty sure I've tried it before and it didn't. But well, I AIN'T COMPLAININ'
Warriors go down eventually.
Archers and liches are left. And Igles can't come closer to hack them up because if he does, he goes out of the mages' healing range. And if they make a step further to heal him, they get into prismatic spray range.
Which means KC needs to bombard them.
FUCK YEAH! Tactics, bitches!
One of the liches dropped this neat magic staff, which does more damage than KC's current one.
But still, nothing happens. Bug? Did I miss something? So I start to walk around the map cluelessly in search of any triggers.
And I find this...
I've BEEN to this guy before. And he didn't say a word. But that was because I've been there BEFORE I've spoken to the first talking necromancer we met. He starts talking after that guy.
FFFFFUUUUUUUUUUUUU
And you're right. What do you want? Another fight? You're welcome to one!
I'm not going to fight you because I believe you're absolutely right. The necromancers on Yases are not what they used to be ( :declineofnecromancers: ). As a member of the guild, I know the orders Urd is now giving, and by what means these orders are followed. You would be horrified if I told you! My oath does not let me tell you much, but I would like to help you in some way.
I must talk to the spirit of a necromancer who participated in the expedition to the source of magic. I must get to the cemetery to do it, though.
This is impossible! The cemetery is very well-guarded, and the guards would not let you in. They won't even let ME in! The only chance is to use the invisibility spell. Fortunately, I know it. You don't have to go there, that would be an unnecessary risk.
So he joins our party.
And he has a neat spellbook. Prismatic spray, wall of fire... I WISH WE HAD HIM BEFORE, AAARGH.
Covert ops.
Eh, great.
Btw, bothering the guards at the entrance is mission failed, but we're free to rumble about the cemetery as we please. Now, take a look at the necro guy's stats
And compare them to Igles. He's supposed to be a friggin MAGE, but he's better at tanking than an armourclad knight.
He can also single-handedly take out two skeleton warriors and an archer (who you can't quite see because of the firewall). They can BARELY scratch him, and what HP he loses, he quickly gets back with life drain.
Mage and tank in one. WHY DIDN'T WE HAVE HIM BEFORE, AAAAAAAAAAAAA
Covert ops again.
FFS
Great.
A bunch of skeletons and liches pop up and disappear after a while.
Oh spirit of our great and distinguished brother. Tell us where the source of magic is located. Yes... yes, I know this lake. I have learned all I need, rest in peace now. Well, I only have to tell this to Igles or his friends now.
I have learned everything. The source of magic is located on an island in the Dragon Lake. The lake is on the border of the Orcish lands. But the source is enchanted. No one can remove the spell. The secret formula is hidden amongst one of the ancient legends, but there are thousands of legends in our libraries...
Maybe I could find the right one! Where is this library?
Not far from here, but keep in mind that although it is less protected than our cemetery, someone from the street won't have a good chance of getting inside.
Goodbye then! And I want you to know, I never thought I would be grateful to a necromancer, but I thank you from the bottom of my heart.
Finally. Let us leave this place of evil.
Yes, we did. But not all that we needed. We learned the location of the source of magic, but the magic words that give access to it remain unknown. We are now facing a search for the necromancers' library. It's supposed to contain a manuscript with this secret phrase. I believe the owners of the manuscript are not aware of its value.
Well, I can only wish you luck. It will be a great accomplishment, if you manage to find the key to the source of magic.
And here's a little something I picked up from the shoppe. This should make our fireball barrages a lot more efficient.
And the destination. I guess we can only expect moar horrible rape akin to what we've seen in the last mission, since I don't quite believe the 'it'll be less guarded than the cemetery' shtick.
Unless you want me to investigate one of the main quests, that is.