Oddly enough, I don't begrudge Morte for not saying anything. If I'm understanding things right, the Nameless One has had quite a few different lives with quite a few different desires, goals and methods of doing things. So the skull doesn't really know what he should say - let alone what he wants to say. Most of the time, he does pipe up about where he's been with the Nameless One before. Plus, he's been right in that you need to go through things to reclaim enough power to survive. One can't regret without memory. So you needed the journey to have something to regret in order to access the portal.
Finally! I really liked the music of the fortress. Strangely, Annah and Nordom were quiet before entering this supposedly horrible place. The concept of the shadows from your immortality makes you feel quite guilty... very interesting. I for one would feel *regret* in dying for minor reasons throughout the story, now learning that someone else paid the price.
Ah... In one playthrough, when we had that Talk before going through the portal to Fortress of Regret, I had my Nameless One lose his temper and shout at Morte "Morte, I'm going to kill you!", just thinking Morte would get a good yelling. The game thought I was being quite literal. Oops. Alignment shifted; lesson learned.
There were quite a few dialogue choices where you were killed to either pull something out of you, or just because you could in order to finish a side mission (like awakening that statue which cursed you into death, or that one time you killed yourself in front of a person who didn't believe you came back from the dead).
I think they come in tiers, like... 0-5 deaths - few shadows, 6-10 deaths - more shados, 11+ deaths - even more shadows... However, I don't think it has been definitively proven.
I wonder why no Let's play seem to get the "good" heart-to heart line with Morte. (You got the Morte's past stat upgrade conversation with him and you praised him to Ravel, was your alignment not Good maybe?) Basically instead of the "Despite all your asinine behavior..."at 6:53 he would be asking you to hold onto your differences if you die this time because he likes your current incarnation the best. Deionarra also didn't show up for you outside the fortress? Did you miss a path? Some sort of bug? Is it because you didn't bring her ring?
Not if you're prepared. If you learned Dakkon's spells, you can use his very useful shield spells and then cast Fist of Iron to punch all the Shadows into submission. Other spells like Greater Embalming and Blur can help protect a mage character. AD&D rules normally wouldn't allow it, but Cloudkill also kills the Shadows instantly.
Oddly enough, I don't begrudge Morte for not saying anything. If I'm understanding things right, the Nameless One has had quite a few different lives with quite a few different desires, goals and methods of doing things. So the skull doesn't really know what he should say - let alone what he wants to say.
Most of the time, he does pipe up about where he's been with the Nameless One before. Plus, he's been right in that you need to go through things to reclaim enough power to survive. One can't regret without memory. So you needed the journey to have something to regret in order to access the portal.
Finally!
I really liked the music of the fortress.
Strangely, Annah and Nordom were quiet before entering this supposedly horrible place.
The concept of the shadows from your immortality makes you feel quite guilty... very interesting. I for one would feel *regret* in dying for minor reasons throughout the story, now learning that someone else paid the price.
Ah... In one playthrough, when we had that Talk before going through the portal to Fortress of Regret, I had my Nameless One lose his temper and shout at Morte "Morte, I'm going to kill you!", just thinking Morte would get a good yelling.
The game thought I was being quite literal. Oops. Alignment shifted; lesson learned.
lol
But he was right though. I would've thought the same if I hadn't seen this playthrough lol.
Take me there, to the fortress of Rugrats,
Take me there, let's go there!
Take me to that great place with wonders and wishes...
Oops. Sorry-dorry.
Interesting...so, is the number of shadows present dependent on your number of deaths in game?
Apparently. I didn't think I died *that* often.
There were quite a few dialogue choices where you were killed to either pull something out of you, or just because you could in order to finish a side mission (like awakening that statue which cursed you into death, or that one time you killed yourself in front of a person who didn't believe you came back from the dead).
I think they come in tiers, like... 0-5 deaths - few shadows, 6-10 deaths - more shados, 11+ deaths - even more shadows... However, I don't think it has been definitively proven.
I wonder why no Let's play seem to get the "good" heart-to heart line with Morte. (You got the Morte's past stat upgrade conversation with him and you praised him to Ravel, was your alignment not Good maybe?) Basically instead of the "Despite all your asinine behavior..."at 6:53 he would be asking you to hold onto your differences if you die this time because he likes your current incarnation the best.
Deionarra also didn't show up for you outside the fortress? Did you miss a path? Some sort of bug? Is it because you didn't bring her ring?
Being a Mage here sucks.
Not if you're prepared. If you learned Dakkon's spells, you can use his very useful shield spells and then cast Fist of Iron to punch all the Shadows into submission. Other spells like Greater Embalming and Blur can help protect a mage character. AD&D rules normally wouldn't allow it, but Cloudkill also kills the Shadows instantly.
You can run around the enemies. No need to kill all of them.