So. With the umptieth demise of my skeleton archer I reckon I need to do something else for a change. I dunno - the last one was really doing well, then I could not get into my own fortress for some nasty critter had escaped the farportal room and had taken up camp near the teleport circle. It one-shotted me. Then - obviously, if and when I returned from the Eidolon plane, it one-shotted me again. And again. there was no way out I could think of.
So, I think, it be time for something new. I always have written AARs for games - Panzergeneral series, HoMM, TOAW. So why not here?
So here you have it. I am going to write up an AAR for a game using a character race and class I have not played before. It's not going to be a blow by blow - more of a general exploits, with metion of in-game choices as to hopefully draw forth some interesting and educational comments. I like to learn more about this elusive race and class.
Say hi the Waddah the Yeek Summoner.
Now, why this combination? I reckon a yeek to be highly unsuitable for any melee/combat related activity. Summoner seems to be the ticket. I also like to do something new entirely, in an attempt to force me to think more and play better. Always running tanks isn't going to broaden my horizon. Oh, and only yeek can unlock one class option too, so that will be at least one goal.
I'll be playing on 'normal-adventure' mode, as I bet my pendant for getting one-shotted is going to be tested to the limit with this combo.
So, I'll start, then put an update in whenever I feel like.
The CS for Waddah - http://te4.org/characters/144826/tome/8 ... 41bd886b48
At L1 I had no choices for stats.
The 4 Class points were distributed as follows:
Wild-gift/Summoning (melee) 2 in War Hound . I reckon I will be needing a buddy up close to protect my... well, not so developed physique. Max for the level.
Wild-gift/Summoning (Distance) 1 in Ritch Flamespitter. I like choices.
Wild-gift/Summoning (Utility) 1 in Turtle - More choices.
The 4 generic points went as such:
Race/Yeek 2 in Dominate. I somehow Always max out a few racials. Might be my RPG past. Still, I think this could be a useful ability.
Cunning/Survival 1 in Heightened Sences. I believe that as a weak character, I need to be able to know what lies ahead.
Wild-gift/Call of the Wild 1 in meditation. I am uncertain how much I will need this, but some form of fast recovery of equilibrium feels right. Besides, I need it to go higher up the talent tree, if nothing else.
With these choices, I went ahead into the game.
Waddah the Yeek Summoner - an AAR attempt
Moderator: Moderator
Waddah the Yeek Summoner - an AAR attempt
“It is so depressing to think that we suffer because we are fools; yet taking mankind in mass, that is the truth.” Bertrand Russell
Re: Waddah the Yeek Summoner - an AAR attempt
I highly recommend you do NOT put more than 1 point into the first Yeek racial, as it only lowers the cooldown by an insignificant amount.
Re: Waddah the Yeek Summoner - an AAR attempt
Cheers - I noted that later on (see below) also. Does this mean that dominate has been deemed too powerful as it is and nerfed at some point in the past?
1) Irkkk and the vanquishing of Murgol
The village not too interesting, I made sure the stores had nothing I desperately needed - but of course, The Way provides. Dependence on physical items is not for the true Wayist. The island of Rel was not that large - my mission was to find more about the Ritch, and kill the one known as Murgol, a reported yaech leader of vile proportions.
In Murgol's lair, dozens of hideous foes assaulted my minions, but I persevered against the odds, even under water.
* * * Finished L1 of Murgol's lair. Gained L2. All three stat points into Cunning (20 now) to give me two summons at the same time. Class point in the war hound, as I reckon I might be needing one maxed out critter rather than two/three mediocre. Not sure yet if the choice for the war hound is the best, but I dunno if the Ritch flamespitter will be useful against his kin later on.
I did not use the generic point - so far the use of dominate has been... not so handy as expected, so I'll just wait until something better opens up in a few levels. Looking for something that will make the critters better - I am uncertain if the talents that increase physical power will help the critters. I need to check once in town and if the option opens up.
Loot of note - nothing. Ring, cloak, boots. Northing too fancy. The Way shall provide. * * *
Moving deeper into the watery tomb that was home to the one called Murgol, my trusty minions went on and on, tooth and nail against hordes of yaech, squids and giant eel. Fortunately, nothing the enemies could muster overcame my pets.
* * * Finished L2 of Murgol's lair. Nothing fancy but for a pair of Eden's Guile boots. The extra speed might be useful, but marginally I suspect. On this level, the dominate became more useful. I apparently had been using it on the wrong enemies. Walking around with 2 critters plus a dominated feller helps. * * *
The dark, dense presure of water was getting to Waddah. Murgol could not be far. Opposition mounted, but it was inevitable as The Way predicted. Step by waterlogged step we came closer to Murgol, the dreaded Yaechlord that had killed countless of my kin.
* * * Finished L3 of Murgol's Lair, killing Murgol. Gaining three levels in the process.
L3, L4 & L5 STAT points +6 Cunning, +3 Constitution. I want to upgrade to 3 critters (Cunning 30) and then move on to increasing willpower. Constitution, I am not sure it is useful, but my meagre supply of HP all but forces me in this line of thought.
With the class points I maxed out Warhound and added the remaining 2 to turtle. I like the turtle - it can block a passage, allowing me to escape. Still not sure about the Ritch usefulness. It dies too fast.
I did not spend the remaining generic points. I want to take one point OUT of domination, as it is a costly point for only decreasing cooldown with 4 turns. Once back in town, I removed the second point from Dominate and moved it to Nature's touch. All other options just don't seem worth it just now, so I am a little stumped in have three unused general points. But, there it is.
Loot of note: I got a second regeneration, a Girdle of Calm Waters, and some nondescript stuff. With this under the hood, I went out to find the lair of the Ritch. * * *
The Ritch' tunnels were nothing more than a bug infested, evil smelling hole in the ground. Dangerous, and filled to the brim with all sorts of abominations, but not a hindrance to my minions. Chamber after chamber, foul reeking passage after slime covered corridor we fought side by side until we finally met the source of this unpleasantness - a humongously large specimen right in the process of laying eggs to spawn more of the ritch. The assault began, and it was a long, hard fight, but in the end, The Way prevailed.
* * * Finished all three levels of the Ritch Tunnels, killing the Hive Mother. I gained three levels in the struggle.
L6, 7 & 8 STAT points +2 Cunning as this allows me to summon three critters at the same time, +4 Will (this would be my primary stat I think) and +3 Constitution. HP remain laughable, and this really forced me to think about how I play.
The three class points: Turtle maxed and 1 in jelly. I fail to see the use, though the fact that it can help decrease equilibrium is maybe of use, but the minotaur is my next 'to max' critter.
I spent the saved up general points:
+1 Unity, +1 Earth's Eyes (this will be my track - I really love knowing what is up ahead) and +2 Heightened Senses to give me access to disabling traps. I think that I, even though it's not that frequent, might be glad I can disable them, as my HP won't allow too much of physical trap springing. That leaves 2 points unspent. perhaps The Way is telling me to investgate unseen paths. So, let's find a path?
I imagine that once I get to the continent, I wil try to go Anti-Magic. Then all of a sudden I wil be begging for more general points, I bet.
So, now on to the continent. * * *
1) Irkkk and the vanquishing of Murgol
The village not too interesting, I made sure the stores had nothing I desperately needed - but of course, The Way provides. Dependence on physical items is not for the true Wayist. The island of Rel was not that large - my mission was to find more about the Ritch, and kill the one known as Murgol, a reported yaech leader of vile proportions.
In Murgol's lair, dozens of hideous foes assaulted my minions, but I persevered against the odds, even under water.
* * * Finished L1 of Murgol's lair. Gained L2. All three stat points into Cunning (20 now) to give me two summons at the same time. Class point in the war hound, as I reckon I might be needing one maxed out critter rather than two/three mediocre. Not sure yet if the choice for the war hound is the best, but I dunno if the Ritch flamespitter will be useful against his kin later on.
I did not use the generic point - so far the use of dominate has been... not so handy as expected, so I'll just wait until something better opens up in a few levels. Looking for something that will make the critters better - I am uncertain if the talents that increase physical power will help the critters. I need to check once in town and if the option opens up.
Loot of note - nothing. Ring, cloak, boots. Northing too fancy. The Way shall provide. * * *
Moving deeper into the watery tomb that was home to the one called Murgol, my trusty minions went on and on, tooth and nail against hordes of yaech, squids and giant eel. Fortunately, nothing the enemies could muster overcame my pets.
* * * Finished L2 of Murgol's lair. Nothing fancy but for a pair of Eden's Guile boots. The extra speed might be useful, but marginally I suspect. On this level, the dominate became more useful. I apparently had been using it on the wrong enemies. Walking around with 2 critters plus a dominated feller helps. * * *
The dark, dense presure of water was getting to Waddah. Murgol could not be far. Opposition mounted, but it was inevitable as The Way predicted. Step by waterlogged step we came closer to Murgol, the dreaded Yaechlord that had killed countless of my kin.
* * * Finished L3 of Murgol's Lair, killing Murgol. Gaining three levels in the process.
L3, L4 & L5 STAT points +6 Cunning, +3 Constitution. I want to upgrade to 3 critters (Cunning 30) and then move on to increasing willpower. Constitution, I am not sure it is useful, but my meagre supply of HP all but forces me in this line of thought.
With the class points I maxed out Warhound and added the remaining 2 to turtle. I like the turtle - it can block a passage, allowing me to escape. Still not sure about the Ritch usefulness. It dies too fast.
I did not spend the remaining generic points. I want to take one point OUT of domination, as it is a costly point for only decreasing cooldown with 4 turns. Once back in town, I removed the second point from Dominate and moved it to Nature's touch. All other options just don't seem worth it just now, so I am a little stumped in have three unused general points. But, there it is.
Loot of note: I got a second regeneration, a Girdle of Calm Waters, and some nondescript stuff. With this under the hood, I went out to find the lair of the Ritch. * * *
The Ritch' tunnels were nothing more than a bug infested, evil smelling hole in the ground. Dangerous, and filled to the brim with all sorts of abominations, but not a hindrance to my minions. Chamber after chamber, foul reeking passage after slime covered corridor we fought side by side until we finally met the source of this unpleasantness - a humongously large specimen right in the process of laying eggs to spawn more of the ritch. The assault began, and it was a long, hard fight, but in the end, The Way prevailed.
* * * Finished all three levels of the Ritch Tunnels, killing the Hive Mother. I gained three levels in the struggle.
L6, 7 & 8 STAT points +2 Cunning as this allows me to summon three critters at the same time, +4 Will (this would be my primary stat I think) and +3 Constitution. HP remain laughable, and this really forced me to think about how I play.
The three class points: Turtle maxed and 1 in jelly. I fail to see the use, though the fact that it can help decrease equilibrium is maybe of use, but the minotaur is my next 'to max' critter.
I spent the saved up general points:
+1 Unity, +1 Earth's Eyes (this will be my track - I really love knowing what is up ahead) and +2 Heightened Senses to give me access to disabling traps. I think that I, even though it's not that frequent, might be glad I can disable them, as my HP won't allow too much of physical trap springing. That leaves 2 points unspent. perhaps The Way is telling me to investgate unseen paths. So, let's find a path?
I imagine that once I get to the continent, I wil try to go Anti-Magic. Then all of a sudden I wil be begging for more general points, I bet.
So, now on to the continent. * * *
“It is so depressing to think that we suffer because we are fools; yet taking mankind in mass, that is the truth.” Bertrand Russell
Re: Waddah the Yeek Summoner - an AAR attempt
The tunnels had me come up to a strange situation where a kinsman was fighting with a... human? before I managed to get close, the yeek died and the strange human turned on me. I nearly thought I lost it, as the tremendous power of his will assaulted me, but from the deepest recesses of my mind I came back along The Way.
* * * Fought Subject Z. Did not manage to save the yeek wayist, so no unlock. I had not recognised the place from earlier games and ran in him very unprepared
L9 and L10 STAT increases +2 Con and +4 Will.
Class points: +1 Minotaur, then use the category point to unlock Wild-gift/Summoning (Advanced) and spent a point on Master Summoner. Last point in hydra - I want to use the L11 point on the next one to be ready for drakes at L12.
General points: +2 Earth Eyes ( had still left from saving earlier).
Loot so far: Really not noteworthy. I got a rando artefact mindstar with a few nice enchantments, but I am a little disappointed so far. of course, with a Strength score below zero, I can carry three matches and a scroll before getting exhausted. But still.
Notes on the gameplay so far.
a) I am slowly getting the hang of the summoner (in general) and yeek. Stay away from the enemy, is all I can say. using meditation with earth eyes is a life saver, no doubt there. It helps to find the enemy. What they don't tell you is that earth eyes gives you a passive effect (or augment) to meditation. If you have earth eyes regardless of having activated it, and are meditation, you ca see critters around you. Mind you, this isn't track in that in has a very short range (5 at L4. I read it can be 6, dunno what I need for that), but it is a huge help.
b) Must not forget to turn off meditate. Since on account of a) above i tend to run around with meditation on, I constantly need to remind me to turn it off. I reckon it would be too much of a crutch to ask DG to allow more auto-cast options, like, oh, I dunno, 'turn of when enemy spotted'? Right, The Way provides and all that.
c) Dominate is like an extra summons. I use it a lot, too bad it cant be used on undead or I'd be in the clear. Still, as I want to remain out of sight mostly, I will be depending on it less and less I bet.
d) Frantic Summoning mentions reducing the summoning time with 65%. I am uncertain, but does that mean that the 'usage speed' of 1 turn goes down to 0.35 turn - and as such I can summon twice in a given turn?
e) In general, I think my idea of trying this very weak combo helps in my better gaining understanding in the game, as it is the absolute opposite of my berserker and bulwark preferred games - where I can be quick as a flash. This is a more sedate, perhaps tactical playing. of course, this is still 'normal'.
* * *
Moving on through the tunnels, I was surprised at the variety of opponents. It all seemed so... random. A set of strange pedestals piqued my curiosity, which almost turned out wrong. Several very powerful enemies came out of thin air and a demon. My minions made short work of them though. Too bad they had a penchant for axes, which are no good to me. Luckily the Way provides and teaches us to depend on our head, not backpack.
* * *
L11 STAT increases +1 CON, +2 WILL.
Class points +1 rimebark. Teady for the drake next level.
Generic points +1 Earth Eyes. This leaves me at 4/5 - I don't think I need to max this, as I noted earlier this gives the maximum range on the discovery of enemies (5). Unless I find out how to raise it to 6, then I find this to be a no-brainer. No insult, of course
* * *
After more and more battles with seemingly endless and ill-sorted creatures, finally there was light. Emerging from the tunnel, Waddah found an opening next to a river moving east. Exploring this new land, he took some time to find out about the different peoples and places. Some people asked him to investigate 'old places' that were seemingly corrupted, then others wanted him to collect odd bits and pieces of various dangerous creatures. before starting on these missions, Waddah found a hidden trapdoor frok underneath screams of terror were heard. he entered to see what was going on, only to find a hapless merchant - from the looks of it, with a liking for the good food and ale - held for ransom from a group of ne'erdowells. Dispersing the rabble with his minions, he freed the man, who promised to reward him later. The Way provided, once again.
* * * Finishing the tunnels, then I first did a quick tour of the overground to find the hermit and get all four alchemist quests. I checked the stores in a few towns to see if there was anything worth having - turned out nothing I could afford. I went on the do trollmire but I triggered the 'Trapped' quest first. I can't see how I ever got so much trouble with this. The assassinlord fell to my wardog like... well, something very weak.
After that I ran through trollmire and Norgos'Lair, gaining three levels in that endeavour.
L12, 13 & 14 STAT points - +3 CON, +6 WILL. I still think I don't deed a fourth creature so I am not too hasty with the increase in cunning. Maybe I need to do that before I tackle the Anti-Magic arena to prove my worth. I dread that a little, with my low HP and the small space, I feel vulnerable. I have decided to go there after I have maxed the drake.
Class points +3 Fire Drake. No two ways around this - the best critter to summon under any circumstance bar a rare few tacticals.
Generic points +2 nature's Balance. It looks nice, being able to - in rare occasions - get your A-Team in before time, but I am not to sure it actually is a good thing, granting the fact that I got a lot of critters available. I am torn between going to add more, or wait a few.
Loot of note; Still not impressed with my gains. I got the Earthen Beads, something that complements the summoner quite nice, but for the rest, it's all mediocre. DG is stingy, this run. Oh well, it can only get better, right? * * *
* * * Fought Subject Z. Did not manage to save the yeek wayist, so no unlock. I had not recognised the place from earlier games and ran in him very unprepared

L9 and L10 STAT increases +2 Con and +4 Will.
Class points: +1 Minotaur, then use the category point to unlock Wild-gift/Summoning (Advanced) and spent a point on Master Summoner. Last point in hydra - I want to use the L11 point on the next one to be ready for drakes at L12.
General points: +2 Earth Eyes ( had still left from saving earlier).
Loot so far: Really not noteworthy. I got a rando artefact mindstar with a few nice enchantments, but I am a little disappointed so far. of course, with a Strength score below zero, I can carry three matches and a scroll before getting exhausted. But still.
Notes on the gameplay so far.
a) I am slowly getting the hang of the summoner (in general) and yeek. Stay away from the enemy, is all I can say. using meditation with earth eyes is a life saver, no doubt there. It helps to find the enemy. What they don't tell you is that earth eyes gives you a passive effect (or augment) to meditation. If you have earth eyes regardless of having activated it, and are meditation, you ca see critters around you. Mind you, this isn't track in that in has a very short range (5 at L4. I read it can be 6, dunno what I need for that), but it is a huge help.
b) Must not forget to turn off meditate. Since on account of a) above i tend to run around with meditation on, I constantly need to remind me to turn it off. I reckon it would be too much of a crutch to ask DG to allow more auto-cast options, like, oh, I dunno, 'turn of when enemy spotted'? Right, The Way provides and all that.
c) Dominate is like an extra summons. I use it a lot, too bad it cant be used on undead or I'd be in the clear. Still, as I want to remain out of sight mostly, I will be depending on it less and less I bet.
d) Frantic Summoning mentions reducing the summoning time with 65%. I am uncertain, but does that mean that the 'usage speed' of 1 turn goes down to 0.35 turn - and as such I can summon twice in a given turn?
e) In general, I think my idea of trying this very weak combo helps in my better gaining understanding in the game, as it is the absolute opposite of my berserker and bulwark preferred games - where I can be quick as a flash. This is a more sedate, perhaps tactical playing. of course, this is still 'normal'.
* * *
Moving on through the tunnels, I was surprised at the variety of opponents. It all seemed so... random. A set of strange pedestals piqued my curiosity, which almost turned out wrong. Several very powerful enemies came out of thin air and a demon. My minions made short work of them though. Too bad they had a penchant for axes, which are no good to me. Luckily the Way provides and teaches us to depend on our head, not backpack.
* * *
L11 STAT increases +1 CON, +2 WILL.
Class points +1 rimebark. Teady for the drake next level.
Generic points +1 Earth Eyes. This leaves me at 4/5 - I don't think I need to max this, as I noted earlier this gives the maximum range on the discovery of enemies (5). Unless I find out how to raise it to 6, then I find this to be a no-brainer. No insult, of course

After more and more battles with seemingly endless and ill-sorted creatures, finally there was light. Emerging from the tunnel, Waddah found an opening next to a river moving east. Exploring this new land, he took some time to find out about the different peoples and places. Some people asked him to investigate 'old places' that were seemingly corrupted, then others wanted him to collect odd bits and pieces of various dangerous creatures. before starting on these missions, Waddah found a hidden trapdoor frok underneath screams of terror were heard. he entered to see what was going on, only to find a hapless merchant - from the looks of it, with a liking for the good food and ale - held for ransom from a group of ne'erdowells. Dispersing the rabble with his minions, he freed the man, who promised to reward him later. The Way provided, once again.
* * * Finishing the tunnels, then I first did a quick tour of the overground to find the hermit and get all four alchemist quests. I checked the stores in a few towns to see if there was anything worth having - turned out nothing I could afford. I went on the do trollmire but I triggered the 'Trapped' quest first. I can't see how I ever got so much trouble with this. The assassinlord fell to my wardog like... well, something very weak.
After that I ran through trollmire and Norgos'Lair, gaining three levels in that endeavour.
L12, 13 & 14 STAT points - +3 CON, +6 WILL. I still think I don't deed a fourth creature so I am not too hasty with the increase in cunning. Maybe I need to do that before I tackle the Anti-Magic arena to prove my worth. I dread that a little, with my low HP and the small space, I feel vulnerable. I have decided to go there after I have maxed the drake.
Class points +3 Fire Drake. No two ways around this - the best critter to summon under any circumstance bar a rare few tacticals.
Generic points +2 nature's Balance. It looks nice, being able to - in rare occasions - get your A-Team in before time, but I am not to sure it actually is a good thing, granting the fact that I got a lot of critters available. I am torn between going to add more, or wait a few.
Loot of note; Still not impressed with my gains. I got the Earthen Beads, something that complements the summoner quite nice, but for the rest, it's all mediocre. DG is stingy, this run. Oh well, it can only get better, right? * * *
“It is so depressing to think that we suffer because we are fools; yet taking mankind in mass, that is the truth.” Bertrand Russell
Re: Waddah the Yeek Summoner - an AAR attempt
Regarding Dominate: it seems to be a trend that the first racial talent only reduces cooldown from additional levels. You should only put 1/5 for the first talent in most races, if not all.
Re: Waddah the Yeek Summoner - an AAR attempt
* * * So I gather. Say, that sounds like something that needs overhauling then. If nobody spends any points in something, it must be either superfluous or too pricey.
regardless - I am slowly beginning to believe al them people telling us summoners are overpowered. With the possible exception of Subject V - which I, as a yeek, met quite early, everything else so far has been unbelievably easy. * * *
Having spoken to the Protector at Zigur, Waddah decided she too was destined for keeping Maj'Eyal safe from the devastations of magic. the way - after all - was the Way. She had been told about the trials, but wanted to have her per dragons at their best afiortackling the challenge. So, she entered into a few mercenary guilds and got a few contracts, nothing fancy, basic extermination, but it would help her understand and focus on the WAy even more. Upon finishing one such contract, she noticed the township of derth, that had been so welcoming earlier, was covered with a strange unnatural lightning storm. Maybe her investigating that would help in impressing the Protector. She went into the town square, only to find it overrun with berserk elementals: surely the work of reviled mages. het trusty drakes and hounds made short order of the enemies however, and she went ahead, back to Zigur to tell this tale.
* * * Finishing Heart of the Gloom and Scintillating Caves plus the beginning of 'Storming the city'. This netted enough XP for two levels, making me ready to face the challenge of the anti-magic trials.
L15 & 16 STAT increases +2 CON, +4 CUN. This (with an item) brought me up to allowing 4 summons at the same time.
Class points +1 Minotaur, +2 Fire Drake. Duh. Now maxed drakes and getting to get the minotaur op to spec.
Generic points +1 Quickened. Not sure this is helpful, but it will get me to the yeek mindslayer summoning, which better be good. I now have 4 generic points saved up, for when I pass the trials en finish storming the city. Urkis, however, seems like a tad too much yet. Maybe I'll finish the tier 2 dungeons first, unsure.
Loot of note; I found Turtleneck, which is nice for an otherwise unprotected yeek.* * *
2) Zigur, Urkis and the lure of Dread.
Wandering the countryside, Waddah was unsure where to go next. She had a few open mercenary contracts, but that could wait. the people of Derth had placed their fate in her, as had the Protector. There really only was one path - one Way open. She turned around and entered the mountains, looking for the malevolent mage that had caused the lightning storm over Derth. \
Entering the mountains proper, the storms got worse and worse, but nature was at her side and the foul magick would not hurt her. The wicked mage was loitering on the side of a cavern - almost oblivious to her approach. Calling forth her drakes and hounds, the bullmen and the oozes, she wittled him down until he could not wreak havoc anymore. The mad lightning mage, Urkis, was no more.
* * * Okay, so I went ahead and attacked him. I was feeling rather strong, even though normally with a melee character I'd never dream of running there at L16. he managed to hurt me ONLY ater he died, when a lightning storm inflicted drake came running back to mamma. Oh well.
Not much loot, got a nice mindstar Bloomsoul out of the deal and a level.
L17 STAT points +1 CON, +2 WILL
Class point +1 Minotaur
generic points I decided against adding them now. When I get back to Zigur, the fungus tree will be the one I am going to fill up.
Oh, and apparently I entirely missed that Waddah, uhm... in fact is a female yeek. Damn furry critters. Who could have known, eh?* * *
regardless - I am slowly beginning to believe al them people telling us summoners are overpowered. With the possible exception of Subject V - which I, as a yeek, met quite early, everything else so far has been unbelievably easy. * * *
Having spoken to the Protector at Zigur, Waddah decided she too was destined for keeping Maj'Eyal safe from the devastations of magic. the way - after all - was the Way. She had been told about the trials, but wanted to have her per dragons at their best afiortackling the challenge. So, she entered into a few mercenary guilds and got a few contracts, nothing fancy, basic extermination, but it would help her understand and focus on the WAy even more. Upon finishing one such contract, she noticed the township of derth, that had been so welcoming earlier, was covered with a strange unnatural lightning storm. Maybe her investigating that would help in impressing the Protector. She went into the town square, only to find it overrun with berserk elementals: surely the work of reviled mages. het trusty drakes and hounds made short order of the enemies however, and she went ahead, back to Zigur to tell this tale.
* * * Finishing Heart of the Gloom and Scintillating Caves plus the beginning of 'Storming the city'. This netted enough XP for two levels, making me ready to face the challenge of the anti-magic trials.
L15 & 16 STAT increases +2 CON, +4 CUN. This (with an item) brought me up to allowing 4 summons at the same time.
Class points +1 Minotaur, +2 Fire Drake. Duh. Now maxed drakes and getting to get the minotaur op to spec.
Generic points +1 Quickened. Not sure this is helpful, but it will get me to the yeek mindslayer summoning, which better be good. I now have 4 generic points saved up, for when I pass the trials en finish storming the city. Urkis, however, seems like a tad too much yet. Maybe I'll finish the tier 2 dungeons first, unsure.
Loot of note; I found Turtleneck, which is nice for an otherwise unprotected yeek.* * *
2) Zigur, Urkis and the lure of Dread.
Wandering the countryside, Waddah was unsure where to go next. She had a few open mercenary contracts, but that could wait. the people of Derth had placed their fate in her, as had the Protector. There really only was one path - one Way open. She turned around and entered the mountains, looking for the malevolent mage that had caused the lightning storm over Derth. \
Entering the mountains proper, the storms got worse and worse, but nature was at her side and the foul magick would not hurt her. The wicked mage was loitering on the side of a cavern - almost oblivious to her approach. Calling forth her drakes and hounds, the bullmen and the oozes, she wittled him down until he could not wreak havoc anymore. The mad lightning mage, Urkis, was no more.
* * * Okay, so I went ahead and attacked him. I was feeling rather strong, even though normally with a melee character I'd never dream of running there at L16. he managed to hurt me ONLY ater he died, when a lightning storm inflicted drake came running back to mamma. Oh well.
Not much loot, got a nice mindstar Bloomsoul out of the deal and a level.
L17 STAT points +1 CON, +2 WILL
Class point +1 Minotaur
generic points I decided against adding them now. When I get back to Zigur, the fungus tree will be the one I am going to fill up.
Oh, and apparently I entirely missed that Waddah, uhm... in fact is a female yeek. Damn furry critters. Who could have known, eh?* * *
“It is so depressing to think that we suffer because we are fools; yet taking mankind in mass, that is the truth.” Bertrand Russell
Re: Waddah the Yeek Summoner - an AAR attempt
It was all mercenary work for a while, as Waddah was searching for better ways to understand the newfound talents she had been granted. The Way, as usual, provided her with tremendous possibilities.
For the mercenary contracts she travelled the length and broad of Maj'Eyal. During her travels she visited a massive Graveyard of Golems, where the remains of the cataclysmic battle between halfling and orc were dropped like a careless child's toys. She also went after the leader of a rogue elf company - nothing too complicated, but it showed her new ways of applying the lessons of The Way.
While exploring a very Old Forest near Derth she came across a mysterious lake that reeked of something else then tainted magic. Moving through the lake, the underwater passages reminding of a place, long ago (or was it yesterday?), dispatching enemies left and right, she found, deep below, an ancient fortress. The guardian killed, inside she discovered it to be the abode of the sher'tul. Indeed, The Way had provided once again.
* * * Did the Golem Graveyard, Old Forest and Lake of Nur, netting 4 levels in the process.
L18, 19, 20 and 21 STAT points +4 CON, +8 WILL.
Class points +2 Minotaur, +3 Stone Golem. I think I'd better unlock and max the golem before going further up the Advanced Summoning tree.
Unlocking the fungus tree with the L20 category point, I finally had a place to release the saved points.
Generic points +5 Wild growth, +1 fungal growth, +1 ancestral life and +1 Thick Skin.
A lost anorithil gave me access to track which I like a lot. Really.
Loot of note - I replaced the Girdle of Calm by the Thaloren Rope.
Notes on gameplay tru L20.
a) Will you believe I actually drowned? That must have been my silliest death EVER. There was a boss type turtle that just would not die, and I kept having to outmanoeuvre his arse while gaining a position where I could unleash 3-4 melee critters, and I just plain forgot to move to the bubbles. *facepalm squared*
b) I have more healing than I know how to use. I have not found a decent movement infusion, so 2 regens plus the healing from fungus, plus two extra options from items... that means I got three regen effects available and two Nature's Touch. And not 400 HP to use them on...
c0 With places I normally am very careful and wary, I find myself getting over confident. Remember, I am trying this race/class to learn and play differently - well, I am thinking this actually is teaching me a few bad habits
For the mercenary contracts she travelled the length and broad of Maj'Eyal. During her travels she visited a massive Graveyard of Golems, where the remains of the cataclysmic battle between halfling and orc were dropped like a careless child's toys. She also went after the leader of a rogue elf company - nothing too complicated, but it showed her new ways of applying the lessons of The Way.
While exploring a very Old Forest near Derth she came across a mysterious lake that reeked of something else then tainted magic. Moving through the lake, the underwater passages reminding of a place, long ago (or was it yesterday?), dispatching enemies left and right, she found, deep below, an ancient fortress. The guardian killed, inside she discovered it to be the abode of the sher'tul. Indeed, The Way had provided once again.
* * * Did the Golem Graveyard, Old Forest and Lake of Nur, netting 4 levels in the process.
L18, 19, 20 and 21 STAT points +4 CON, +8 WILL.
Class points +2 Minotaur, +3 Stone Golem. I think I'd better unlock and max the golem before going further up the Advanced Summoning tree.
Unlocking the fungus tree with the L20 category point, I finally had a place to release the saved points.
Generic points +5 Wild growth, +1 fungal growth, +1 ancestral life and +1 Thick Skin.
A lost anorithil gave me access to track which I like a lot. Really.
Loot of note - I replaced the Girdle of Calm by the Thaloren Rope.
Notes on gameplay tru L20.
a) Will you believe I actually drowned? That must have been my silliest death EVER. There was a boss type turtle that just would not die, and I kept having to outmanoeuvre his arse while gaining a position where I could unleash 3-4 melee critters, and I just plain forgot to move to the bubbles. *facepalm squared*
b) I have more healing than I know how to use. I have not found a decent movement infusion, so 2 regens plus the healing from fungus, plus two extra options from items... that means I got three regen effects available and two Nature's Touch. And not 400 HP to use them on...
c0 With places I normally am very careful and wary, I find myself getting over confident. Remember, I am trying this race/class to learn and play differently - well, I am thinking this actually is teaching me a few bad habits

“It is so depressing to think that we suffer because we are fools; yet taking mankind in mass, that is the truth.” Bertrand Russell
Re: Waddah the Yeek Summoner - an AAR attempt
After discovering the hidden sher'tul fortress, Waddah went back to the guild, fulfilling several contracts and furthering her understanding of The Way. It was on one of these journeys across Maj'Eyal that she stumbled upon a hidden passage that led to an underground crypt. Like before, inside she heard a rythmic chanting and occasional screams of fear and despair. Her drakes in the lead, she entered.
* * * Finished the Maze, Sandworm Lair, Daikara (with Caldera even) and the temporal rift. These granted five levels.
L22 & 23 STAT points +3 CON, +6 WILL (this included the Heart of the Sandworm Queen)
Class points +2 Stone Golem (maxing it), +1 Grand Arrival
Generic points +3 Ancestral Life. Though I have no issues with equilibrium yet, this might become handy as I get more sustainable talents.
L24, 25 and 26 STAT points +3 CON, +6 WILL
Class points +4 Grand Arrival - at max. This will increase the use of the critters. Especially the war houn'd ability will help out something wicked. Golem and minotaur in the from, dog behind. Ouch!
General points +1 Wayist, +1 Ancestral life. The three wayists help out in big fights and do not seem to count against the summoning limit? Bug? WAI?
Loot of note: Wanderer's rest. The telepathic leap help out in 'entry point' issues when surrounded. Found Eye of the Forest that seems to be really nice - even though I don't actually have 'Wild-gift/Moss'. * * *
The crypt turned out to be filled to the brim with elven mages - cultists no less, about to sacrifice a young human female. Waddah made sure the nasty magic-filth were to never again commit crimes against nature - liberating the young woman along the way. As the two of them re-emerged, she told Waddah that she was the daughter of a wealthy merchant, back in Last Hope. Waddah had a good talk with the father, receiving - ! - a foul artifact of magic for her efforts. Politely she thanked the man, then detsroyed the tainted object for Zigur.
Back to her mercenary work she visited a few more old dungeons, before her latest missive sent her to the old tower of Dreadfell.
* * * Finished the dark Crypt, invited Melida and the cat to live back at the fortress, ran through the Ruined Dungeon, the Hidden Compound before entering Dreadfell. Gained three levels - almost L30!
L27, 28 & 29 STAT points+3 CON, +5 Will (now maxed), +1 CUN
Class points +1 Spider. Not too interested, but I will move up the tree there, as I can see how possessing a minion can be useful to, say, open a door in, oh I dunno ... Vor Armoury.
+1 Frantic summoning. Not too sure this is useful because rankly I don;t really understand the mechanic, but I'll test it as I go along. Aslo, it unlocks the possession of a minion.
+1 Summon Cpmtrol. Like said - possessing a minion has its uses, I reckon.
Generic points +1 Aura of silence. It might be useful, might not be, but it unlocks the anti magic shield.
+1 Thick skin. With my HP, everything helps.
+1 Armour. Using a few objects to get STR 16, I unlock this as I found a few items I deem useful. Boots, gloves, that kind of stuff.
I also finished one alchemist quest, for two generic points. I put these in +1 Anti-magic shield and +1 mana clash. I don't have many direct attack skills, but this seems like a useful skill, knowing where I am going. * * *
* * * Finished the Maze, Sandworm Lair, Daikara (with Caldera even) and the temporal rift. These granted five levels.
L22 & 23 STAT points +3 CON, +6 WILL (this included the Heart of the Sandworm Queen)
Class points +2 Stone Golem (maxing it), +1 Grand Arrival
Generic points +3 Ancestral Life. Though I have no issues with equilibrium yet, this might become handy as I get more sustainable talents.
L24, 25 and 26 STAT points +3 CON, +6 WILL
Class points +4 Grand Arrival - at max. This will increase the use of the critters. Especially the war houn'd ability will help out something wicked. Golem and minotaur in the from, dog behind. Ouch!
General points +1 Wayist, +1 Ancestral life. The three wayists help out in big fights and do not seem to count against the summoning limit? Bug? WAI?
Loot of note: Wanderer's rest. The telepathic leap help out in 'entry point' issues when surrounded. Found Eye of the Forest that seems to be really nice - even though I don't actually have 'Wild-gift/Moss'. * * *
The crypt turned out to be filled to the brim with elven mages - cultists no less, about to sacrifice a young human female. Waddah made sure the nasty magic-filth were to never again commit crimes against nature - liberating the young woman along the way. As the two of them re-emerged, she told Waddah that she was the daughter of a wealthy merchant, back in Last Hope. Waddah had a good talk with the father, receiving - ! - a foul artifact of magic for her efforts. Politely she thanked the man, then detsroyed the tainted object for Zigur.
Back to her mercenary work she visited a few more old dungeons, before her latest missive sent her to the old tower of Dreadfell.
* * * Finished the dark Crypt, invited Melida and the cat to live back at the fortress, ran through the Ruined Dungeon, the Hidden Compound before entering Dreadfell. Gained three levels - almost L30!
L27, 28 & 29 STAT points+3 CON, +5 Will (now maxed), +1 CUN
Class points +1 Spider. Not too interested, but I will move up the tree there, as I can see how possessing a minion can be useful to, say, open a door in, oh I dunno ... Vor Armoury.
+1 Frantic summoning. Not too sure this is useful because rankly I don;t really understand the mechanic, but I'll test it as I go along. Aslo, it unlocks the possession of a minion.
+1 Summon Cpmtrol. Like said - possessing a minion has its uses, I reckon.
Generic points +1 Aura of silence. It might be useful, might not be, but it unlocks the anti magic shield.
+1 Thick skin. With my HP, everything helps.
+1 Armour. Using a few objects to get STR 16, I unlock this as I found a few items I deem useful. Boots, gloves, that kind of stuff.
I also finished one alchemist quest, for two generic points. I put these in +1 Anti-magic shield and +1 mana clash. I don't have many direct attack skills, but this seems like a useful skill, knowing where I am going. * * *
“It is so depressing to think that we suffer because we are fools; yet taking mankind in mass, that is the truth.” Bertrand Russell
Re: Waddah the Yeek Summoner - an AAR attempt
The infamous tower of Dreadfell was filled to the brim with the unliving souls - each more hideous than the next. Waddah and her critters moved ahead, step by step, unbinding the ties of the creatures opposing her. As she proceeded, she found herself twice on the brink of death as arch lichs used their powers to draw her away from the safe place behind her minions - but, she somehow managed to hang on to dear life.
In the end, a terrible vampire was found to be the one behind all the disturbances - but he was no match for her drakes and golem.
* * * Finished Dreadfell. Yeah, I died twice after opening a vault that contained two lichs who I cold not keep out of LOS. Must be me - I at times get impatient with playing peek-a-boo, and this is the price. I now have died four times - once from drowning, once in the dream of the Caldera and now twice here.
Gained three levels:
L30, 31 & 32 STAT points +3 CON, +6 CUNN
Class points +1 Nature's cycle, +3 Wild summons. have to say not too interesting choices - tehn again, I might be missing something powerful.
generic points +2 nature's balance. As I was fighting the vault critters 9and dying) I occasionally could have used my drakes faster available. This might help, in rare occasions and then it could be a saver.
For my prodigy, I found about nothing really interesting. Settled for Spell feedback, not too impressive, but it fits the feel of the AM character. Stil, for something this special, I was underwhelmed. * * *
In the end, a terrible vampire was found to be the one behind all the disturbances - but he was no match for her drakes and golem.
* * * Finished Dreadfell. Yeah, I died twice after opening a vault that contained two lichs who I cold not keep out of LOS. Must be me - I at times get impatient with playing peek-a-boo, and this is the price. I now have died four times - once from drowning, once in the dream of the Caldera and now twice here.
Gained three levels:
L30, 31 & 32 STAT points +3 CON, +6 CUNN
Class points +1 Nature's cycle, +3 Wild summons. have to say not too interesting choices - tehn again, I might be missing something powerful.
generic points +2 nature's balance. As I was fighting the vault critters 9and dying) I occasionally could have used my drakes faster available. This might help, in rare occasions and then it could be a saver.
For my prodigy, I found about nothing really interesting. Settled for Spell feedback, not too impressive, but it fits the feel of the AM character. Stil, for something this special, I was underwhelmed. * * *
“It is so depressing to think that we suffer because we are fools; yet taking mankind in mass, that is the truth.” Bertrand Russell