warriors of the eternal sun:

this game is slightly less tedious(and somewhat fun) now that my cleric has learnt some spells. the bless spell seems to make my team twice as powerful. and the darkness/light spell pretty much paralyses enemies in turn-based battles(in real-time dungeon battles, it always makes em runaway, and the blinding effect only lasts several seconds). those two spells just seem so cheap. but since i've spent several hours running away from enemies and mostly killing them with bows and slings... i don't like this game that much.

and i wish the caravan would make return trips back to the castle, so i don't have to walk all the way back. the beastmen caves are at one far end of the map(blocked by trees and a river) and the castle is at the centre.

real-time dungeon battle feels so much like playing hexen(a shooter game), except with a hell lot less HP, and no items for curing poison! this sux. at least most of the enemies don't have missile weapons, and they run away from you when they get shot at too much(instead of surrounding you and destroying you , like in Diablo I/II)

found out that the thief can actually do double damage when it attacks from a "hidden" position. but the hide skill hardly works, and attacking while hidden doesn't seem to increase his accuracy either. if theives weren't suppose to be good for disarming traps in dungeons, i would prefer having another cleric on the team(just don't feel like getting a magic user since they need the most EXP to level up for the human characters, and they pretty much useless once they've used up their spells. bah. no mana points in D&D)


"A wet piece of kitsch" - Pauline Kael, on movie 'Rain Man'.

rael board o thy dead