Re: [LP] Might and Magic 6, Castle Ironfist: A tourist's guide.
Then that's decided. We're off to Castle Ironfist, the third of four regions you could call the Beginner's area.
And fortunately, there's a ship headed in that direction today, so there's no standing about waiting on the dock or buying rooms at the inn until the right ship pulls into the harbor.
The thing you'll want to keep in mind is, much that Lord Albert Newton rules over Mist as the land's foremost Sorceror, Castle Ironfist is where you find Wilbert Humphrey, regent for the crown prince, and the Big Cheese of paladins.
As such, while Mist is a town heavily geared around being of great interest to a starting Sorceror, Castle Ironfist is of note for Paladins.
Our party includes no paladins. But there's some bleed-over for Knights.
The docks set you off in what could be considered the 'slum' district of Ironfist, buildings down near the coast, where most of the peasantry live. The castle proper is up the mountain, and you have to climb a sloping road to pass through a gated wall, the only way in by foot. To get out, of course, you can just jump off any of the cliff sides. I guess that's what you call 'defensible' in these parts?
There's some exploration to be done, but first.
Off the docks, looking north, we can see that someone's crate has tumbled down the cliff, and the contents go unretrieved.
Unfortunately, when we try to loot it...
.... This happens.
This right here is a demonstration of the traps just plain not being fair. There's some variation, but in my experience, this particular box is almost always trapped, and when it is it's usually heavily damaging.
Just look at all that damage we've eaten. Ridiculous. All the mages pasted in one shot.
Well, in the future, I'll probably not do this, but let's rewind time just a minute.
There we go. Much better. Of course, it's possible that there was enough Nice Stuff in there to make it worth it, but I didn't even check. Getting three quarters of your party instantly gibbed is no way to start a new region.
Unfortunately, we'll probably start a lot of new regions painfully. Even so. For now, let's just remember that crate as being 'dangerous', and maybe come back later. When we have better disarm, or more HP for it to blow through. Plenty more.
A little bit north and a hop across the trickle of water is another box, which frankly leaves me in awe of your loot drops so far. Really guys, this is just wow, but not in a good way. In any case, plus one easily brewed potion and a few gold, I guess.
There's one more thing around the cliffs to look at. But first!
The outdoors region of Castle Ironfist contains Followers of Baa, much like Mist, and unfortunately, Blood Suckers, as recurring enemies. Any of the enemies on the map can just... show up, spawning around you as a surprise attack, if you sleep outside. In the case of Blood Suckers... all manner of fun.
For the most part, however, the Suckers spawn in only a small region of the map. Most of it is canvassed by Baa Followers... and these, the new monster type.
Lizard Men come in three forms, including the superior Lizard Archer, who has a slightly better aim and fires burning arrows sometimes, and the Lizard Wizard. All three fire bows, to attack at range, but the Wizard will also cast a skill-level two lightning bolt at you whenever he feels like it. Even better, like the Goblin King, he has some resistances. Not much, but he's slightly more tolerant of Fire, Electricity, Cold, and Poison. With 45 Hp, and a little bit of armor to get in the way of your arrows and swords, the Lizard Wizard is effectively a slightly more dangerous, slightly harder to kill, Mage.
No nasty surprises beyond the Lightning Bolts, though.
A brisk step around the cliffs and a hop over behind a convenient rock formation shows us our next Sword in a Rock.
Unfortunately, this time, Torg proves not
quite mighty enough to pull it free, even after chugging a yellow potion, increasing all of their statistics by ten until it wears off. Sad, but in general the stones aren't holding anything
really fantastic. I think this one is usually a slightly better two handed sword than the one in their inventory, but it's nothing that can't be ignored for a bit.
There's a better potion that improves stats by twenty, but I don't feel like stopping to brew just at the moment. Instead, we turn around and run all the way back around the cliff to the docks.
Now it's time for a brief exploration of Ironfist town. Not too much to say, though. Throughout both halves of the town are thirteen expert-level trainers, for Chain, Plate, Leather, Shield, Bow, Dagger, Identify, Disarm, Axe, Sword, Bodybuilding, Learning, and Diplomacy, and the Master-level trainer for Spirit magic.
That aside, it also houses not one, but
two armor and weapon-smiths each, as well as the initiate guilds of Spirit, Mind, and Body.
As I said, very much oriented around Paladins. All of these are potentially useful to the class.
One of the people we talk to for Mind membership also happens to have a conversation topic regarding the
god damn circus. Apparently it's always in Bootleg Bay, a little north of the castle, in December. The actual span of time is a little longer than that, but keep the general frame in mind. It's not just back-ground information, it's going to be important later. Damn it.
Also, we obviously buy membership. BE POPULAR. JOIN MANY GUILDS. The cost for doing so is pretty cheap even at the start of the game, and becomes outright negligible later on, so you're well served in doing so.
The armor-smith in the slums doesn't currently have anything worth looking at, but the weapon shop is special. This shop focuses on bows. Lots of bows! So many bows. It doesn't really have anything nice either, though. That one bow is sliiiightly better than the crossbow Torg is carting about, but not much. Since it's not enchanted, and nobody else can use bows at the moment, there's no real urgency to upgrade.
A little to the west, this fellow has a nice little quest for us.
Brigands have made off with his instrument. It is an ordinary wooden harp, simply stringed. He could probably carve a better one with a whittling knife and enough free time. That said, I suppose it has sentimental value to him or something.
More importantly, he sells membership to Berserker's Fury, and we want in.
The guild sells Bow, Shield, Chain, and Repair to anyone who can learn them, but the important note is that Berserker's Fury is the first place that your Paladin, or Knight, can learn the Plate Armor skill. All of the skills, of course, cost 500 gold. .... Well, less ten percent, for having a point in Merchant.
And there's nothing left to do in the lower half of Ironfist Town except pick up
Two Horseshoes from by the stables, in a Mysteriously Disappearing Screenshot. Fascinating.
In any case, the path up to the gate is close enough to enemies to draw attention, but we aren't interested in fighting
just yet. We will later. For now, just running moves you fast enough that you're in the clear before anything decides to fire an arrow or spell our way. Not always the case.
And there it is. Castle Ironfist, with two prominently placed teleporters and little fountains offering temporary stat bonuses out front.
We're going to step inside in just a minute, we've got a certain Letter that the good regent really needs to see, but let's make a few quick stops in the higher city first.
As mentioned, there are two weapon and armor smiths in town. One above, and one below. The weapon shop in the slums focuses on bows... where, up here, they prioritize the more honorable melee weapon of Swords. That said, the current stock is shit and not worth looking at.
However, the higher armor-smith is, meshing nicely with the guild offering the skill, the first place in the game where you can potentially
buy plate metal. It's not that great, yet! But it's still better than anything we're currently wearing. Only Torg can wear Plate, though, and only if they buy the skill.
Moving along....
The Alchemy shop actually has something pretty tempting, despite being overpriced. As a helmet, this item works pretty well. And more armor, making it less likely anything will hit you, is always a decent idea. More importantly, however... this one happens to have a pretty nice enchantment.
Regenerating Mana is something I think all of our casters are going to want at some point, one way or another, and there are varying enchantments to get the effect. This is the least of them, offering
only Mana regen... which, by itself, is still pretty good! I don't believe that different regen items stack with one another, but I
do think that the effect scales with you. It will still take just as long to wait around and fill your mana bar, but the more mana you have the faster it replenishes. Since spells all have a fixed cost, this can get quite nice.
Health and Mana regen are things you want to have on almost everyone, once you can get them. Except, of course, Knights, who have no need for the blue bar.
There's two more important points up here, beyond the guilds of magic. First, is Bishop Inquisitorio, who's screenshot appears to have also evaporated.
Aside from having an excellent name, he sells membership to the spirit guild, and is the Master rank trainer for spirit magic.
But he's a bit tricky.
Unlike most trainers, he doesn't want money. He will train anyone, provided they are already at least expert rank in the magical skill. For free! But there is a catch. Bishop Inquisitorio is a man heavily interested and invested in the state of the clergy. As such, he only offers his Spiritual training and guidance... to High Priests. The final class rank of the Cleric.
Don't worry! You don't actually have to be a cleric to get the training, which should come as a relief to.... selias, the only other clerical caster. You do, however, have to perform the promotion quests. There are other trainers who pull similar stunts for different classes. Master Air magic, for example, is restricted to Archmages, and Bow mastery is only available to those who have pursued archery to its final course.
With that said, there is a little stairway up the back of the castle, which leads to the roof. There are a couple of small rooms up here, with trainers inside, but mostly there is...
This. The royal Library, with a strangely ominous portrait leaning up against a curious statue.
Well, I'm
sure this room will never be relevant.
One more stop before the throne room...
... But in the end, the magic guilds don't really have any must-haves. They offer spells one through seven of each school, containing a lot of buffing and simple cures.
We'll want the cures sooner or later. Most of the buffs, though, we can give or take for now. Particularly the statistical buffs. Some are helpful immediately, Might and Accuracy being first and foremost. Buffing Endurance, Personality, or Intelligence, however... is very situational, and doesn't really have much relevance for immediate combat. If you have regen, then it helps, as it might increase your total bar length a touch. But that aside, they're mainly good for stat checks.
Might, however, can increase melee damage, and Accuracy improves to-hit chances as it rises. These are good. Better, however, are the Bless spell, which raises your hit chance directly, where increasing Accuracy may or may not be helpful when you're already sitting on large numbers...
And this spell, which does the same for your attack damage.
It's still not a must-have, though.
And so we continue to our final destination for the moment.
Castle Ironfist proper offers two people to talk to. Nicolai Ironfist, the prince and heir to the throne of all enroth... and the important one for our purposes, his honorable regent, lord Wilbert Humphrey.
Lord Kilburn, you say?
Ah, a fetch quest! Excellent.
And one that will get us killed if we try it. Blackshire is not a friendly place at low levels. It's
possible to get there, if you pick up the right hireling... but like all council quests, this is best shelved for later. Fortunately, it's really hard to get there by accident... right now, we're theoretically locked in to the starting four areas, as none of the ships or wagons will take us further until we have made it to the 'Adventurer's Bottleneck', Free Haven itself, on our own.
Which can also be cheesed with that same hireling. Otherwise? We're going to have to get there on foot.
We could, also, walk to the Mire of the Damned, if only because it happens to have a land connection to this region.
But.
I mean.
.... We don't really want to go to Mire of the Damned yet. There's nothing there for us at this point but pain. Pain and splash damage causing friendly fire and drawing peasant ire and
there are skeletons and ghosts just waltzing right through the village square, do none of you people give a single shit at all?
Mire of the Damned isn't exactly a nice place.
Changing the subject, Wilbur Humphrey also offers the traditional Paladin promotion quest of rescuing a Damsel in Distress. Unfortunately, there's a strict criteria here, just killing off monsters nearby a female peasant isn't going to do. It has to be an
important damsel.
It's something that we'll pick up along the way, but as we have no paladins, it's not like there's any rush.
And we step out of the castle with a cool five thousand extra gold in our pocket. One of the situations where, rather than being expected to take pride in doing the right thing, the good guys actually take the
practical route of just paying better than the baddies. That's five times as much gold as that Potbello chump forked over, heh.
Tune in next time! As our intrepid band of massacre enthusiasts kill off every last enemy on the east side of the map, then level up.
You thought there would be a vote for what to do? No, not this time.
But don't be sad.
For now, you can make some decisions on
What to buy, if anything. I seem to note that Ironfist, unfortunately enough, has no bank, and so every coin we carry with us is at risk. Well, if we die, which isn't too likely. But is always a chance, particularly when opening otherwise unassuming boxes.
In addition, we have two horseshoes. Or rather, four free skill points.
Who gets them, and where do the points go? I gave the first set to Torg as a demonstration, and I think I'm going to make sure everyone gets at least two shoes. That still leaves the vote down to any one of our three mages.