Heores Chronicles: Power to Max

Having learned my lesson about difficulty settings back in Conquest of the Underworld, I’m keeping things set to the default for the moment. Progress is nonetheless slow, owing to my insistence on getting every last crumb of permanent upgrade on the map before continuing. There are obelisks that grant experience, enchanted trees that instantly raise any visiting hero’s experience level (subject to the maximum imposed by the map), towers where you can improve defense strength and shrines where you can raise your maximum spell points, and so forth, all usable once by each hero. Furthermore, the tooltip for such things helpfully tells you whether the currently-selected hero has visited them or not, making perfectionism all the more tempting.

I’ll probably stop being so obsessive about it at some point as the maps grow larger, at least with my lesser heroes. At the point I’m at, I can take three in addition to Tarnum from one map to the next, but this might not last for the whole episode: I recall reaching a point in Conquest of the Underworld where suddenly everyone but Tarnum was taken away, and I think this may have happened in Warlords of the Wasteland as well (at the point when Tarnum had everyone who he felt was a threat to his power killed). So this may be one of the series’ repeated plot points/gameplay mechanics, and if it is, there will come a point when buffing anyone but Tarnum isn’t worth it.

As for Tarnum himself, there’s already some indication that we’re heading for him becoming an invincible superhero again by the time we’re through. This being the episode that focuses on wizards, this means improving his spellcasting. There’s a set of four artifacts, elemental orbs, found on different maps: as with the Angelic Alliance, they remain with you from level to level. Now, the whole spell system in this game is linked to the four elements: every spell has an associated element, and each element has a “mastery” skill (Air Mastery, Water Mastery, etc.) that improves the effects of spells in that element and makes them cheaper to cast. I’m being careful to make sure Tarnum keeps enough open skill slots for all the masteries as they become available, because eventually he’s going to have all the spells. Every single one, including all of the rarest and most powerful ones. That’s what the orbs do: each gives its bearer access to all the spells in its associated element. Knowing how this game works, there may even be some additional synergy effect for holding them all.

The orbs are significant to the story as well: they’re the heroes’ only way home. I’ll go into more detail about this later, when I’ve seen more plot.

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