![]() ![]() Originally she became a missionary who followed the religion taught by the Engwithans, and the Watcher in a previous life was associated with her at Creitum during that time - though the precise form of this relationship is left to the player to decide.Īfter her realization that the Engwithans had invented the gods whose worship they preached - made possible by the lax security on part of the missionaries themselves, who discussed the secret they were entrusted with - she left the order of missionaries and established an independent following of her own, ending her relationship with the Watcher, who remained loyal to the Engwithan faith. Iovara grew up in Creitum during the height of the Engwithan civilization. There is a broad scar across her face, fibrous and wormy where flames once lapped, unhealed even in death. Though ageless, she appears somehow different to you now - a slight stoop to her carriage, perhaps, or a trace of sunkenness in her eyes. The glow seems to fade, as though you had adjusted to its intensity, and where it was, Iovara seeps into existence, an eidolic shade hovering above the moist prison floor. It feels to you as a thick block of ice, and you perceive buried deep in its core a dim, flickering flame, all but extinguished, yet preserved against the ravages of the elements.Īt your approach, the flame seems to steady and draw strength, and the layers separating it from you melt away, and you are bathed in its glow, a bright beacon in the gloom. I get the picture that some of the weapons' design details seem very iffy.A column of adra rises above you, stoic and silent, its ridged layers a measuring stick for the passing of ages. I'd think that daggers would be better suited for parrying, though IIRC wasn't there a specific type of dagger designed for parrying as an off hand weapon?Īs for morning stars, I'd think that they should be one of those "crush or piercing" damage types (and one handed, to boot). Not sure why they'd think that hatchets were good for parrying. Frankly, I always thought of them as fairly slow. I don't think of great swords as being particularly fast. I mean I could keep going on but you get the picture. Well greatswords are pretty fast too to be honest.Īnd hatchets aren't particularly good for parrying.Īnd the morningstar's spikes are specifically for transferring trauma through armor. They're normal ranged melee weapons of average speed. Qstaffs aren't meant to be super long like pikes, not meant for engaging enemies at great range. Speaking of staffs, why the heck are they slow weapons? Or reach weapons? They should be neither. those not really meant for mages so much as combatants who wish to simply use staffs). In fact, there's a real lack of two different groups of robes and Qstaffs, with the 2 groups being mage robes and staffs, and non-mage robes (probably mostly for monks, I suppose) and melee Qstaffs (i.e. Right now, there's a rather low number of unique items, IMO, particularly in some categories. But it would be nice to see a nice array of low and mid level items. There don't have to be a huge number of top level items. I'd love to see 2 or 3 times as many unique items. Personally, I think that all items are "underserved" by a considerable margin. I don't think they're underserved relative to other armours (especially light armour). ![]() Gwisk Glas is the best, Rundl's with an exceptional enchantment would see you through the game just fine, though. Yeah, four robes of note (Blood-Blessed, Rundl's Finery, Starlit Garb and Gwisk Glas). ![]()
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