• Pillars of Eternity – Acclimation

    I’ve started to come around to the combat dynamics thanks to three things: Installing the IE Mod (which has the option to remove the recovery penalty from combat movement), playing for a few more hours, and getting to level 4. I still don’t like it, but it’s become tolerable and I’ve settled into a steady rhythm that minimizes the inherent annoyances.

    The first and most important part of that is to always have both Scouting Mode and Fast Mode active, while the second is to make sure the ‘Switch to Slow Mode On Entering Combat’ option is checked. From that base state the party just roams around looting everything until they find an enemy. If it’s not guarding anything, usually I’ll just avoid it and continue roaming. If it is, then phase two starts. Phase two is very simple. Open combat with a hail of gunfire (which usually kills 1-2 enemies outright), have the Fighter and Chanter switch to melee and engage, have the Rogue retreat and then circle around to the side to flank, and have the Wizard and Priest just sit back and plink away with wands/scepters from a distance. Only with ‘boss’ fights do I ever bother casting spells (and the ‘autopause after a character finishes an action’ setting is very useful for those).

    I’m quite fond of the lack of combat XP, since it means that combat is mostly optional. Whether you go through the front doors and murder your way through 30+ footmen, or go over the wall and through a secret passage killing no one, you get the exact same amount of experience points once the destination is reached. It’s quite refreshing.

    Class-wise I really like the Rogue so far, the Fighter is kind of boring but does a solid job of tanking, the Chanter is phenomenal with the auto-chanting and essentially free spells, the Wizard blasts right through DR when necessary, and the Priest… well, the Priest is underwhelming so far. The healing is useful in certain circumstances, but I’d rather have someone that I A) Don’t have to babysit as much, and that B) Doesn’t have a limited number of ability uses per rest. Healing isn’t needed very often, and when it is potions/scrolls should be able to suffice.


  • Pillars of Eternity – First Impressions

    Some quick first impressions on the game, after about 6 or so hours of play:

    1. Combat is a clusterfuck. This is partly due to the near-total lack of party member AI, which forces you to babysit (up to) six characters, and partly due to a lack of maneuvering room.
    2. Scouting mode is, well not literally broken, but pretty messed up. Why? Because you can’t just have one person enter Scouting mode, the entire party has to do so. Worse, once one person is seen the entire party gets kicked out of stealth.
    3. The environments are beautiful.
    4. The setting is nicely fleshed out.
    5. The reputation mechanics are interesting.
    6. Stealth and non-combat resolutions to problems are actually viable paths to take here since combat does not grant any experience points.
    7. The Endurance/Health split is kind of interesting, but I’m not all that happy that it (combined with the Fatigue system) makes resting a more-or-less mandatory action.

    Can I say I got my money’s worth at this point in time? Sure, since I backed it on Kickstarter and so got it for a reduced price. Would I feel the same had I just bought this at full price? No, no I don’t think I would. Rather than being a successor to the Infinity Engine games, it feels a lot more like a successor to Dungeon Siege III… and I did not like Dungeon Siege III.

    Perhaps it will grow on me, but at this point I strongly suspect I’ll not enjoy the combat system until some sort of companion AI is added (there was some talk about adding it in the expansion). I do not enjoy having to micromanage six characters. Not at all.


  • The Mortal Instruments, Hardship, & Damnation

    The Mortal Instruments series originally ended as a trilogy, and it was a pretty good ending that felt like an ending… but then the author decided to extend it into a six-part series, the fourth and fifth of which (City of Fallen Angels, City of Lost Souls) are something of a slog. They just feel completely extraneous, as if they don’t really have anything new to say; existing solely to drag the story out and ruin the conclusion of the third book. The sixth however (City of Heavenly Fire) is actually fairly engaging and almost justifies the existence of the two preceding books. The ending isn’t really an ending though and it handles the Simon issue rather horribly.

    Hardship and Damnation are the final two books in Jean Johnson‘s Theirs Not To Reason Why series. The first of them is only so-so and seems a little forced and overly limited, but the second works quite well and wraps the series up nicely. I can’t say I’m not interested in a sequel that covers the future timeline that this series spends so much effort preparing for.


  • Books; Before and After

    First the before, which was three books read back in August:

    Jean le Flambeur – This trilogy by Hannu Rajaniemi reminded me of two other authors’ styles. The first book (The Quantum Thief) was reminiscent of Jack Vance, the second (The Fractal Prince) of R. Scott Bakker, and the third (The Causal Angel) a combination of the two. These books do not explain what’s going on. Rather, they show you what’s going on and trust that you’ll be able to understand/decipher the terminology and happenings on your own. It’s… certainly interesting.

    And now the after, three books I just read yesterday. The first since the trilogy above:

    The Winter Long – Seanan McGuire’s eighth October Daye novel apparently kicks off the ‘main’ plotline that’s been simmering in the background since Rosemary and Rue. Which is not to say that things have changed all that much, as it’s still fundamentally the same series it has always been… just with higher overall power levels.

    Unbinding – This eleventh Lupi novel is focused on wrapping up the loose ends from the tenth and is told from the perspective of the mindhealer Kai. There’s not really much to say about it honestly, since if you’ve been reading this far into the series you already know what to expect and this doesn’t do anything in particular to shake things up. One aspect stands out though, and that’s the possible newfound focus on marrying off its characters. I don’t really like the message this appears to be trying to send; that somehow ‘officially’ being bound to your SO should be important for the relationship in any way, shape, or form. Of course I highly doubt anyone impressionable enough to have their views on the subject changed will be reading a series like this in the first place, so I suppose it doesn’t matter much.

    Havoc – The second part of Ann Aquirre’s Dred Chronicles series is sort of so-so. I wasn’t really sure where things could go from the first book, and this one just feels like an excessive escalation. I also don’t remember the central government being so ridiculously corrupt in the Sirantha Jax novels (this takes place in the same universe), which caused some cognitive dissonance. It’s okay I guess, it just lacks solidity and doesn’t come across as particularly believable.


  • Dragon Age: Inquisition – Progress Report

    At about 90 hours in now and some things have become clear while others… less so.

    At this point the main quest is completed up to gaining Skyhold, completing Wicked Eye/Hearts (which is a lot less complicated than the message boards lead on), and saving Crestwood. As for the side areas: The Hinterlands, Fallow Mire, Forbidden Oasis, Storm Coast, Western Approach, Exalted Plains, Emerald Graves, and Hissing Wastes are cleared, Crestwood is about half done, and Emprise du Lion is at about 75% done. Roughly.

    The controls are just as annoying now as they were in the beginning, with the added annoyance of realizing that the eight visible ability buttons on the GUI are all you get (you unlock more than eight abilities? Too bad; can’t use them) and the companion AI is… not very good. So one easily accessible key has to be assigned to “Attack My Target” to make sure your party members aren’t either standing around doing nothing while an enemy runs around panicked, or standing in front of you staring at you ’cause the nearest enemy (which is attacking you or other party members) is slightly too far away to register as a target (e.g. just out of arm’s reach). They also seem to like dispelling the frozen effect from enemies… for some reason. More minor oddities include a complete absence of Blood Mages and Abominations (an overreaction to DA2‘s response?), as well as Desire Demons (which look to have been replaced by Despair Demons).

    Now we come to a more personal complaint: My current PC is a mage. Unlike the first two games, here… mages are quite limited. They can either be support characters or… support characters. The only decently damaging default spell is Fire Mine, which means most of the time you’re going to be trying to Freeze/Paralyze/Panic targets (or casting Barrier) because your damage output is so ridiculously anemic. The only time this isn’t the case is if you’re a highly specialized Knight Enchanter, but that just trades Fire Mine for Spirit Blade. Not exactly an improvement.

    The problem here seems to be that rather than scaling with the Magic Attribute, spell damage scales with weapon damage alone (staves don’t have great weapon damage) while Magic just adds a damage bonus. How large a bonus? Not sure, but a piece of armor with +20 Magic increased the damage Flashfire did (with a level 20 character) by… 50 points. Which is practically nothing. There also seems to be diminishing returns, as using a Lyrium Potion (which gives +30 Magic) on top of that increased the damage by another… 10-20 points. You appear to be much better off increasing Critical Chance instead, as you can apparently Crit with magic and doing so seems to give about a 50% damage boost.

    Due to the above, and really just in general, not being able to assign your own Attribute points at level-up is bullshit. Now for some random tips:

    • Stop messing around in the Hinterlands/Storm Coast/Fallow Mire/Forbidden Oasis when you hit level 7-8, since you’ll want to progress the main questline until you reach Skyhold in order to gain access to your characters’ Specializations (though make sure to resolve the renegade mage/templar quests near the Crossroads before choosing a side in the main quest). Once there, leave and re-enter it to trigger the Wartable Mission that unlocks the Specialization quests. Note that party members will automatically unlock a Specialization, post-Skyhold, the moment you enter an area with them in your party.
    • Don’t bother with the Requisition Requests given to you by the quartermaster people in each area. They’re infinite and you’ll get plenty of Power from simply closing Fade Rifts and completing quests.
    • Willpower doesn’t increase your Mana/Stamina pool. Nothing beyond direct equipment enchantments, as far as I can tell, can ever increase your pool above 100.
    • Rune damage affects spell damage. For example: If you have a Corrupting Rune on your staff, your spells will do more damage to Humanoid/Beast enemies.
    • Sometimes characters won’t load and will be missing from where they’re supposed to be. A quick save/load usually fixes it.
    • In the Exalted Plains you’ll find an Elf Rune quest by the Dalish Camp that unlocks a bonus area. Do this new area before you hit level 16, as the enemies max out at 15 and the rewards aren’t very impressive.
    • Unlock the Emprise du Lion and the Hissing Wastes (the two 20-30 Power areas that appear after getting Skyhold) as soon as possible. The first gives you access to a ton of easily harvestable Tier 3 metals/leather (Dawnstone, Silverite, Everite, Snowfleur Skin), while the second gives you access to some easily accessible Tier 3 metals (Nevarrite, Volcanic Aurum) and the basic Tier 3 armor schematics.
    • Your character’s level determines how well you gather metals from Harvest Points. For Tier 3 metals, you have to be 16th level to start getting multiple items from them.
    • Do Wicked Hearts/Eyes around the recommended level. A ton of new Wartable Missions get unlocked afterward that will be useful.
    • In Wicked Hearts/Eyes, don’t get too caught up in the ‘Court Approval’ mechanic. It’s just a glorified timer for two short sections of the mission, and can easily be raised by turning in a handful of secrets.
    • Honestly, you’ll want to do most of the main quests as soon as possible since the rewards don’t scale. The downside to this is that you may miss some dialog related to events that were resolved in them (probably most notable on the Exalted Plains). But be aware that once you finish the main quest all the Inner Circle quests you haven’t finished will become unavailable.
    • As far as Wartable Missions go, make sure to do Companion-added/related missions (such as the ones for Bulls’ Chargers) as soon as possible since you never know when a decision you make might result in losing access to them. If that happens the mission will disappear from the table and (if you were in the process of doing it) you’ll just get a “Such-and-such couldn’t be completed.” message when it would have finished along with a lesser reward.
    • The repeatable ‘Gather Resources’ Wartable Missions will sometimes reward you with Throne Accessories in addition to the resources.
    • Don’t worry about money. Buy whatever you want whenever you want. You’ll be swimming in the stuff as long as you sell all the tons of useless (since crafted is 10x better most of the time) equipment you find lying around.
    • Caveat to the above: Don’t buy Weapons/Armor/Addons since you can almost certainly craft better ones for ‘free’.
    • Health seems to be a bullshit statistic. No matter how much of it you have, if an enemy can damage you it tends to just melt away in a couple seconds. So you should instead focus on not being damaged with Guard/Barrier generation and a high Armor Rating.
    • Blackwall likes killing darkspawn, Varric likes killing Red Templars, Dorian likes killing Venatori, and Iron Bull likes killing Venatori & High Dragons. Defeating those enemy types with those companions in your party will grant slight approval bonuses.
    • Every so often you’ll find green globe-like things that will glow if you activate them (a quest Solas gives early on will let you start activating them). Solas gains approval if he’s in the party when you do so.
    • Similar to the above, you’ll also sometimes come across chests marked as a ‘Red Jenny Stash’ if Sera’s in your active party. Opening them slightly raises her approval.

    And we’ll close with some incomplete lists. The first contains the maximum levels the basic enemies of an area will scale to (levels separated with a slash are for areas with starter regions and advanced regions), while the second contains the Fade-Touched material effects I’ve found so far (note that there appears to be two possible variations for each material):

    ———————–
    Max Enemy Levels
    ———————–

    Hinterlands, Valammar, Caer Oswin – 11
    Storm Coast, Forbidden Oasis, Fallow Mire, Crestwood, Western Approach, Exalted Plains – 11/15
    Temple of Dirthamen, Shrine of Dumat (Leliana/Templar) – 15
    Emerald Graves – 15/19
    Hissing Wastes, Shrine of Dumat (Cullen/Mages), Cradle of Sulevin – 19
    Emprise du Lion – 19/??

    ———————–
    Fade-Touched Items
    ———————–

    Bloodstone – +7.5% Damage per nearby Enemy
    Blue Vitriol – Max Stamina +10
    Dawnstone – Heal 25% of damage taken over 10 seconds || 10% chance of 3 second Walking Fortress
    Drakestone – Max Stamina +10
    Everite – Heal 25% of damage taken over 10 seconds || 10% chance of 3 second Walking Fortress
    Iron – Heal 15% of damage taken over 10 seconds
    Lazurite – Max Stamina +15
    Nevarrite – Target Explodes on Death for 75% Damage || Chance of Pull of the Abyss
    Obsidian – 10% of 75% Damage Chain Lightning || +3 Guard on hit
    Onyx – 10% of 50% Damage Chain Lightning
    Paragon’s Luster – Heal 20% of damage taken over 10 seconds || 10% chance of 3 second Walking Fortress
    Serpentstone – +10% Damage & -100% Damage Resistance || 2% chance of Shield Bash
    Silverite – 10% chance of 100% Damage Chain Lightning || +5 Guard on hit
    Stormheart – +30% Damage & -300% Damage Resistance || 10% chance of Shield Bash
    Summer Stone – +5% Damage per nearby Enemy
    Viridium – +20% Damage & -200% Damage Resistance || 5% chance of Shield Bash
    Volcanic Aurum – +10% Focus per nearby Enemy || 10% chance of Unbowed

    August Ram Fur – Abilities cost 7.5% less Mana/Stamina || 10% chance of 8 second Horn of Valor
    Bronto Hide – +10 Max Stamina || +20 Stamina on Kill
    Canine Leather – +10% Damage if not hit in 5 seconds
    Deepstalker Hide – 5% chance of Poison || 2% chance of Fear
    Great Bear Hide – +50 Stamina on Kill
    Gurgut Skin – +50% Stealth Movement Speed
    Halla Leather – +15 Max Stamina
    Hardened Gurn Hide – +30% Damage if not hit in 5 seconds
    Lurker Scales – +75% Stealth Movement Speed || 10% chance of Veilstrike
    Nugskin – +25% Stealth Movement Speed || 2% chance of Veilstrike
    Snowfleur Skin – Heal 1% of Max Health on hit || 10% chance of 12 second Horn of Valor
    Wyvern Scales – 10% chance of Fear

    Cotton – 5% chance to Revive at 50% Health || 10% chance of 5 second 50% Damage Walking Bomb
    Dales Loden Wool – +30% Focus Gain || 10% chance of 70% Damage Caltrops
    Darkened Samite – +7.5% Focus per nearby Enemy
    Everknit Wool – +7.5% Focus per nearby Enemy || 10% chance of 50% Damage Caltrops
    Highever Weave – +20 Magic for 10 seconds on kill
    Infused Vyrantium Samite – +10% Focus per nearby Enemy || 10% chance of Mind Blast
    King’s Willow Weave – +30 Magic for 10 seconds on kill
    Lambswool – 10% chance of 30% Damage Caltrops
    Lustrous Cotton – 10% chance to Revive at 50% Health || 10% chance of 5 second 75% Damage Walking Bomb
    Plaideweave – +10 Magic for 10 seconds on kill
    Plush Fustian Velvet – Abilities cost 10% less Mana/Stamina || 10% chance of Hidden Blades with +5 hits
    Ring Velvet – Abilities cost 7.5% less Mana/Stamina || 10% chance of Hidden Blades with +4 hits
    Royal Sea Silk – Abilities cost 20% less Mana/Stamina if not hit in 5 seconds || 10% chance of Fade Cloak
    Samite – +5% Focus per nearby Enemy || 2% chance of Mind Blast
    Silk Brocade – Abilities cost 15% less Mana/Stamina if not hit in 5 seconds || 5% chance of Fade Cloak
    Velveteen – Abilities cost 5% less Mana/Stamina || 10% chance of Hidden Blades with +3 hits


  • Dragon Age: Inquisition – First Impressions

    Having just started playing this game on PC, the largest issues by far are the interface and controls. Some bulletpoints, ordered by least to most severe:

    • Uses Skyrim‘s menu style of only being able to see one section at a time (only weapons, only armor, only one type of magic, etc.).
    • Cannot bind mouse keys.
    • Tactical Mode is an unmitigated disaster.
    • Have to hold down the mouse button to move, cannot click on a point and automatically move there.
    • No autoattack. You have to hold down the attack button to keep attacking.
    • Clicking on an interactable item will not move you to that item, you have to be standing right next to it when you click to use it.
    • No more tactics system. Can only enable/disable abilities and set what health threshold to use potions at.

    Another issue is that mages have only like half the available spell options they used to. The Entropy school has up and vanished along with nature/spirit damage, leaving you with just Fire/Frost/Lightning & ‘Spirit’, which is a mishmash of a few abilities each from Arcane/Creation/Mind. What the fuck?

    It certainly looks fantastic visually though and greatly encourages exploring for items off the beaten path. Time will tell if those rather severe GUI/control issues will eventually outweigh the novelty of exploring open areas for hidden resources. Oh, and here are some bug fixes I found lying around while waiting to start playing the game that may or may not help you:

    • Choppy Cutscene Fix: Add ” -GameTime.MaxSimFps XX -GameTime.ForceSimRate XX+” without the quotes (and with XX being replaced by the desired framerate, I’ve had better results using 30 rather than 60 myself) to the end of the target line in your DA: Inquisition shortcut properties. This fix may break starting a new game however, so only enable it on a saved game.
    • Banter Bug Fix: Fast travel to a camp. Mount up, dismount, and then rest at the camp.
    • Zoom Out Limit Remover: Cheat Engine
    • Assassin Token Quest: Apparently you have to defeat two of the assassins before draining the lake and finding the third. And you should save before fighting them in case the token doesn’t drop. Allegedly there’s also a rogue in Valammar by a bridge you can kill that has a chance of dropping them.

  • Indexing, Skin Game, & Some Other Books

    May as well get these out of the way while I’m updating things. Read them months ago and just couldn’t be bothered recording them.

    • Seanan McGuire‘s Indexing is pretty good. It’s a bit busy and the fairy tale elements are obviously contrived, yet it manages to work for the most part rather well.
    • The most recent Dresden Files installment, Skin Game, makes me start to seriously wonder what I ever liked about the series. To be fair I actually started wondering that last installment, but this one really drives the feeling home. The relationship between Dresden and Murphy, the light saber, his self-moral questioning… it’s all just cringe-worthy. There are a few notably well-done scenes, but for the most part it just seems incredibly juvenile.
    • The fourth book in Keri Arthur’s Nikki and Michael series is shockingly enough not awful. Rather, Kiss the Night Goodbye is merely average.
    • The Damask Circle series, also by Keri Arthur, ties into the above series. Its first three entries (Circle of Fire/Death/Desire) are all both episodic and more or less as painfully generic as a paranormal romance can be.
    • And finally we come to Cecy Robson, the author of the Weird Girls series. I found the first book to be one of the worst I’ve ever had the misfortune of reading, so of course (of course) the second and third ones were pre-ordered and showed up shortly after. The second, A Cursed Embrace, is so horrific I could not finish it… not even by skimming. In fact, it single-handily nearly destroyed my desire to ever pick up a paperback again. I flat-out refuse to so much as even open the third book.

  • Of Heroes and Villains

    I do not have a high opinion of web-based publishing sites. In my experience, most of the stories found on them are far below the quality of even the worst supermarket paperback you may pick up. I stumbled across a link a few days ago however which lead to two particular stories, Of Heroes and Villains and the sequel The Ties That Bind (both by the relatively new author Minikisa), which are fairly impressive.

    I would say they are easily on par with your average paperback romance/paranormal romance novel and are indeed actually of a notably higher quality. I know, I know; low bar. Still, it’s something worth noting. Anyway you should judge for yourself. A few preliminary words of warning however:

    The first of these stories is heavily focused on a Male-to-Female transgender, and so if you find that uncomfortable for whatever reason I do not think it would be a good idea to read it. While the setting and characters are very good, the gender identity conflict is rather central and so dislike of that aspect will probably result in dislike of the entire thing. The second story however just has some temporary body-swapping and so should be more or less fine for anyone. Oh, and yeah, there are a few sexual scenes scattered about (more in the first, though neither story makes them the focus).

    Of Heroes And Villains
    The Ties That Bind


  • Divinity: Original Sin

    Take Kingdoms of Amalur‘s general look/feel, mix in Dark Messiah of Might and Magic‘s environmental interactivity, add in a Black Isle game’s combat system… and you’ll get something resembling Divinity: Original Sin. As long as you don’t mind turn-based RPGs, this is a remarkably sizable and in-depth game to spend some time with.

    A few quick bits of information:

    • After finding 7 Star/Blood stones you’ll unlock a character who can respec your PCs for 1000 gold. Respecing completely wipes your Skills.
    • That NPC can also convert your unused Trait points to Ability points at a 1:10 ratio, and unused Ability points to Attribute points at a 5:1 ratio.
    • Due to the above, don’t add any Traits that give raw Ability/Attribute points to your PCs.
    • At a certain point in the game basic weapon skills (One/Two Handed, Bow/Crossbow) get wholly replaced by the Tenebrium skill. While it is possible to miss getting this skill, there’s both a quest and a book just lying around that teaches it.
    • Don’t bother with Craft/Blacksmith on your PCs; hire an NPC to do that.
    • An NPC can also take care of Lockpicking, in the relatively few situations you can’t find a key for a specific lock.
    • Pick up the Pet Pal Trait for one of your PCs at character creation. More experience is always good.
    • The character on the right during character creation is considered the ‘Main’ character and will usually be the one talked to in a few situations where the dialog is automatically started.
    • Don’t put points in Sneak unless you plan to max it out for use in combat; the Scoundrel/Air Magic Invisibility spells are far better for stealing with.
    • Assuming you steal/loot everything lying around (and you should be), there shouldn’t be any need to put points in Barter.
    • Don’t put Charisma on Hirelings; NPCs won’t talk to them.
    • Merchant inventories are randomized the first time you talk to them after their inventory has been spawned/respawned.
    • Merchant inventories are respawned every time your PCs level up.
    • Sold items never disappear from the person you sold them to (unless that person dies due to plot-related reasons).
    • Potential enemies that allow a dialog check to prevent them from becoming hostile can often be traded with, and killing someone you’ve traded items to will cause them to drop all of those items.
    • Summon spells are very good as distractions (and elementals are great as tanks in specific situations), so try to make sure everyone has one.
    • Marksmen should be making frequent use of specialty arrows.
    • Unlock scrolls are the only things that can usually open magically locked doors/chests (they have a purple lock VFX on them).
    • There are at least four static Unlock scrolls (two of which require high Perception to find). Crafting Witchcraft scrolls has a chance of creating more (use someone with a Craft Rank of 2 for the best probability).
    • I’ve found 6 such locks so far, though one of those can be unlocked by a nearby NPC and the Key for another drops from an optional mini-boss much later in the game.
    • If you have a high Perception (11+) there isn’t much need to buy any Secrets (the map items) except maybe the ‘Secrets of the Stars’ ones.
    • When choosing the order to unlock the elemental rooms in your Homestead, note that Fire sells Melee Tomes, Air sells Scoundrel Tomes, Frost sells Marksman Tomes, and Earth sells Witchcraft Tomes.
    • Figuring out where to go next after entering the 2nd main map can be difficult; you should be trying to deactivate the Barrier. Talking to the Mushrooms hints at one method while talking to Zixzax hints at the other.

  • Might & Magic X: Legacy – Falcon & Unicorn DLC

    This first DLC is very… unforgiving. Also somewhat badly designed.

    It’s split into two parts. The first takes place in a prison where you’re stripped of your equipment and hirelings, forced to do a semi-tedious ‘stealth’ sequence, and then fight through a bunch of enemies and two bosses using crappy white/green equipment. The second takes place in a fairly normal and decently sized dungeon with a large number of enemies to mow down.

    The first half is brutal. Insanely brutal for any party that doesn’t have anyone that can cast Sleep and Burning Determination, and just normal brutal for those that do. The first problem is of course your lack of equipment. Depending on how you built your party (+Mana/+Health equipment instead of points in Vitality/Spirit) this alone can destroy you. The next is the status effects (Feeblemind and Sleep) that the enemies here can inflict on you; without Burning Determination Sleep will decimate you, and the only way to cure Feeblemind is with Expert Air magic or resting… and you have access to next to no supplies here.

    The final problem is the two bosses. The first boss is an insanely beefed-up Blackfang Thug (he can cast 250+ damage Fireballs) backed by two slightly beefed-up Blackfang Thugs. Without Sleep or a full-Mage with something like Implosion this battle is extremely difficult and may actually be effectively impossible (with an all-Might party for instance). The second is a Mage who can put people to Sleep, casts a new Light Magic spell that deals 250+ damage to each party member, and even heal himself. He also gets a free action the moment you open the door.

    If you defeat that second boss you can get your equipment back and return to the main world map. From there you now have the option of traveling to the second half of the DLC whenever you want (which is a massive improvement compared to forcing you into it as the first half did). The DLC’s second half is pretty straight-forward; kill everything that you see while exploring for loot. The only tricky part could be the optional Griffon boss, as it may Chain Lightning you into oblivion a few times.

    I honestly can’t recommend using this DLC unless you only want to play with optimized Freemage-dependent parties and/or are willing to cheat past the cheaper parts of the prison section (by editing a spell/ability to do massive damage for instance).