04-12-2013, 11:58 PM
Part One: Introduction
World of XEEN, as the title of this thread implies, is actually two games within the Might and Magic franchise. At the time, they were sold separately, but could be linked together to form a single game, that not only let you play through both adventures with the same party, but also gave you a unique quest at the end to complete once you completed the stories of both games.
The land of XEEN is relatively flat, but with two sides, both habitable. The top, the setting for M&M4: Clouds of XEEN is the side that gets the most sunlight, and the more hospitable of the two. The other side is known as the Darkside, harsher and more heavily populated by monsters, both good and ill. With both games joined together, the party can freely move from one side to another, which will be a big help in completing the overall quest.
Before we start the actual game, however, let's look at the story so far, and the characters that we will beginning our quest with, hm?
All images will be spoilered to prevent image overload. Also, italicized text will be my story narration, hope you enjoy the writing! This post will be very long since I'm introducing a lot at once, but if you don't care about the mechanics or initial story, you can skip some of these sections.
The Dreams
The human peered over his mug of ale at the pair of gnomes in front of him. "Tell us of your dream, miss...?"
"Celest. And...it is hard to explain, but I will do my best. It all began on a tower, in the middle of a deep lake...
Spoiler:
![[Image: xeen_007_zps2d754de2.png]](http://i1197.photobucket.com/albums/aa440/Grakor456/World%20of%20Xeen/xeen_007_zps2d754de2.png)
"The darkest lake I'd seen. Gave me chills, it did, and the night sky didn't help none. I saw more, though, and saw a cloaked figure within the tower's window...
Spoiler:
![[Image: xeen_008_zps0c71fedc.png]](http://i1197.photobucket.com/albums/aa440/Grakor456/World%20of%20Xeen/xeen_008_zps0c71fedc.png)
"The figure was holding a scroll, and suddenly, I saw it, too. There were faces, with a man named Crodo in the center, talking to me...
Spoiler:
![[Image: xeen_009_zps1c52f3fb.png]](http://i1197.photobucket.com/albums/aa440/Grakor456/World%20of%20Xeen/xeen_009_zps1c52f3fb.png)
"He said something about King Burlock's realm being threatened by a skeletal figure, calling himself Lord Xeen. Crodo also said he was a prisoner within that tower. I don't know what it all means, but..." The gnome woman trailed off, her shoulder patted by her male gnomish companion.
The human seemed satisfied with that, perhaps not wanting to upset the woman any more than he had. His eyes then moved to the pair of half-orcs at the table with them. "And you...you're from the darkside, aren't you? You said you had a dream, too?"
One of the two nodded. "Grakor. And yes...though it was much different. I saw the leader of the monsters in Darkside, the Dragon Pharaoh, within the pyramid...
Spoiler:
![[Image: xeen_010_zps4269868d.png]](http://i1197.photobucket.com/albums/aa440/Grakor456/World%20of%20Xeen/xeen_010_zps4269868d.png)
Spoiler:
![[Image: xeen_011_zpsbbd1a038.png]](http://i1197.photobucket.com/albums/aa440/Grakor456/World%20of%20Xeen/xeen_011_zpsbbd1a038.png)
"He was talking about a threat to the darkside, someone named Alamar. Approaching a crystal ball, he attempted to get help from many of the leaders in Darkside, but to no avail...
Spoiler:
![[Image: xeen_012_zps71118a49.png]](http://i1197.photobucket.com/albums/aa440/Grakor456/World%20of%20Xeen/xeen_012_zps71118a49.png)
"Queen Kalindra said she was a prisoner, and bore fangs, like she had been turned into a vampire. The pharaoh's monstrous allies had betrayed him and allied with Alamar, and even the great wizard Ellinger said that he was a prisoner in his own tower. The pharaoh said he'd send out 'the orb,' whatever that means...
Spoiler:
![[Image: xeen_013_zpsd8a9f079.png]](http://i1197.photobucket.com/albums/aa440/Grakor456/World%20of%20Xeen/xeen_013_zpsd8a9f079.png)
"But even that was for nothing, as the creature carrying it was soon destroyed by magic.
Spoiler:
![[Image: xeen_014_zps20edd389.png]](http://i1197.photobucket.com/albums/aa440/Grakor456/World%20of%20Xeen/xeen_014_zps20edd389.png)
"And the orb then fell. I couldn't tell where."
A silence fell over the table. Finally, the dwarven woman at the table spoke up, "Well, seems to me we've got a lot of troubles here. Makes the problems here in Vertigo seem insignificant in comparison."
The human nodded. "So, why don't we do something about it then? If this Lord Xeen and this Alamar are causing so many problems, someone has to put a stop to them."
The Party
Although a pre-generated party is available for the game, I instead made my own. So, let's see our cast of characters and see how they'll all be working together.
Spoiler:
![[Image: xeen_000_zpsdc08ca85.png]](http://i1197.photobucket.com/albums/aa440/Grakor456/World%20of%20Xeen/xeen_000_zpsdc08ca85.png)
"Then let's stop waiting around! My blade's ready to hack this 'Lord Xeen' to pieces!"
Thragash is a barbarian, which has the highest gain of both hit points and attacks per round (not allowing him to act more than once per 'round', but rather allowing him more opportunities to hit and do damage with a single attack attempt.) Even better, being a half-orc will grant Thragash even more hit points per level, making him a brick that will be very hard to kill. I got really lucky with Thragash's stat rolls, but no worries, as the other party members will have opportunities to catch up to his stat lead.
While he's not going to be an amazing fighter right away, he'll become a regular death machine at higher levels. The downside to being a barbarian, however, is that his armor selection is rather limited, only allowing him to use scale armor. He also has a slightly more limited weapon selection, but his raw combat abilities will more than make up for that later. Unfortunately, he starts with no special skills to speak of, beyond his raw muscle, and will never learn magic.
Spoiler:
![[Image: xeen_001_zps4f492303.png]](http://i1197.photobucket.com/albums/aa440/Grakor456/World%20of%20Xeen/xeen_001_zps4f492303.png)
"I pledge my life to this cause. We'll set things in Xeen right, or die trying!"
As a paladin, Gunnar will be able to use the best weapons and armor in the game, and is going to be the only character in the party able to wear plate armor. He won't be as good of a fighter as Thragash even with this advantage, but his armor can make him harder to hit if we get lucky and find some plate armor in our travels. Also making up for this is his ability to use clerical magic, and his high Personality stat will ensure that he gets good spell points...at least, for a paladin. Personality is the casting stat for clerics and paladins, while intelligence is essentially worthless for him, being the casting stat for sorcerers and archers.
Even though he's not a full cleric, Gunnar will still be able to learn the best clerical spells in the game. However, it'll be more expensive for him to learn said spells, and he'll have less spell points available to use said spells. Nonetheless, he'll be an effective back-up healer, while still being able to fight quite decently. Being a paladin, he starts with the Crusader skill, which will come in handy at a certain point later in the game. Also, as a human, he naturally starts with the ability to Swim, but that won't be useful until the rest of the party learns as well.
Spoiler:
![[Image: xeen_002_zps0d1e4689.png]](http://i1197.photobucket.com/albums/aa440/Grakor456/World%20of%20Xeen/xeen_002_zps0d1e4689.png)
"Let's not get ahead of ourselves. We're nowhere near ready to take on Lord Xeen yet. Best to see what we can do here, first."
Rangers are the ultimate jack-of-all-trades in the Might and Magic universe. Grakor will be roughly on par with Gunnar in fighting prowess, though he'll have a slightly worse equipment selection to pick from due to his armor being limited to splint armor and being unable to use any of the oriental weapons. As a ranger, he will learn the same magic as druids...which, in this game, allows him to use spells from both the sorcerer and the cleric spell lists! The downside? He won't be able to use the most powerful spells of either list, limiting his end-game power outside of his role as a physical fighter.
Despite this limitation, rangers are excellent early-game characters due to their versatility, and retain at least some of that power late-game. They can also carry a lot of utility spells due to their broad spell list, even if they lose the best nuking and healing powers. Because he uses both spell lists, his spell points are actually related to both intelligence AND personality. Also unfortunately, while he gains a nice boost to his hit points as a half-orc, he also gets a penalty to his spell points, and starts with only a single spell point! This will become less of a problem later as his stats and levels rise. As a ranger, he starts with the Pathfinding skill. While useless when on only one character, once another character learns the skill, we will be able to enter heavily forested areas that we can't enter otherwise. It will save us money on training costs, at least, as Pathfinding is rather expensive to learn.
Spoiler:
![[Image: xeen_003_zps4bcbdb0e.png]](http://i1197.photobucket.com/albums/aa440/Grakor456/World%20of%20Xeen/xeen_003_zps4bcbdb0e.png)
"Oh, you're worrying over nothing. Think of the treasure that awaits us!"
Karana is a robber, which is one of only two classes that have the Thievery skill. Unlike other skills in the game, Thievery can't be taught to other characters, and Thievery is the only skill that has an actual rating that goes up when the character levels. Thievery allows Karana to open doors and chests that other characters would have problems with. While not up to Thragash's skill, robbers are also fairly effective fighters and can wear up to chain mail and use shields. While one of the less useful combat characters in the group, Karana will be invaluable in getting our party around in dungeons, as well as gaining items through less than legal means...
She's also a dwarf, which provides her with both a slight boost to her hit points and a slight boost to her thievery skill. She will need the health boost, and her high luck and endurance stats, as she will be the one opening doors and chests...and thus the one taking the brunt of the damage from any traps sprung in the process. Her high speed is also quite useful, allowing her to act earlier in a combat round. Finally, as a dwarf, she naturally has the Danger Sense skill, which will alert us to danger whenever a hostile enemy is nearby. She has no magic, but is useful enough without it.
Spoiler:
![[Image: xeen_004_zpsd6e79e5f.png]](http://i1197.photobucket.com/albums/aa440/Grakor456/World%20of%20Xeen/xeen_004_zpsd6e79e5f.png)
"Just don't get too excited. If you get hurt, I'm the one that will have to patch you up."
Aethan is a cleric, and will be our premiere caster of clerical magic. This means he will be doing a lot of healing and buffing for our party, but clerics in World of Xeen also have a number of offensive and utility spells that will come in handy. Being a pure caster, Aethan cannot use ranged weapons, unlike the other characters covered so far, and is a rather poor melee combatant. Despite this, his ability to use up to splint mail and a shield will ensure that he can at least be decently protected if we can manage to find armor for him. Personality will be the most important stat for him, since it determines his spell points.
His rather comically low intelligence actually won't be a problem, since intelligence has no effect on anyone unless they can cast sorcery. He won't ever be a decent fighter, but early game he at least has a chance of smacking someone with a club if needed. While Grakor and Gunnar will start with only the Light spell, being hybrids, Aethan also starts with the First Aid spell, allowing him to do some minor healing, and the Awaken spell, allowing him to wake up sleeping allies. As a gnome, he can Spot Secret Doors, which will alert us to the presence of an illusory or breakable wall in front of us if we're facing it. Gnomes get a slight penalty to hit points, but a bonus to spell points, which will be quite important.
Spoiler:
![[Image: xeen_005_zps15fd330e.png]](http://i1197.photobucket.com/albums/aa440/Grakor456/World%20of%20Xeen/xeen_005_zps15fd330e.png)
"It'll be fine, Aethan. I think these dreams were a sign. We're meant to do something about them."
Celest is a sorcerer (sorceress?) and is the main nuker for our team. That said, sorcerers are more than just nukers, as they have a large number of utility and buff spells that will be useful. Intelligence is her main stat, and just as that is useless to Aethan, personality is useless for her. Sorcerers, unfortunately, are the worst combatants in the game, and have the worst equipment selection as they can wear nothing heavier than robes. She also has the slowest gain for hit points per level, and the slowest gain of attacks per round, further cementing her uselessness in melee combat. Her magic will more than make up for it, though.
Also starting with the Awaken spell, she also begins with the Magic Arrow spell, allowing her to do some damage at the cost of spell points. Being a gnome, she also has a bonus to spell points at the cost of hit points like Aethan, and can Spot Secret Doors (redundant since Aethan has it, but means that we still have that ability so long as one of them is alive...in case of the untimely demise of one or the other.) Her health might be a problem in the long run, as we'll discover in the future. Hence why I ensured she had high endurance. As a sorcerer, she also starts with the Cartography skill, allowing us to use the built-in minimap as we explore the world.
Additional Information
Beyond telling us the Might, Intelligence, Personality, Endurance, Speed, Accuracy, and Luck, the character sheets tell us a wealth of information. Following those main stats, we see the character's Age, Level, Armor Class, Hit Points, Spell Points, Resistance totals, the number of Skills known, the number of Awards gained, and more. We'll discuss what some of these things mean as we progress through the game and they become relevant.
Last for this update, I'll cover the races and classes that I didn't choose, so we know what we're missing, within the spoiler.
Spoiler:
Elves - Elves have a heavier health penalty than gnomes, but a greater spell point gain...but only for sorcerers and archers. Elves are too frail for my tastes, hence my usage of gnomes instead. Also, elves are blue in this game. Yes, really.
Knight - The alternative to the barbarian as the magicless bruiser, Knights have access to all weapons and armors, but have worse progression in health and attacks per round. Knights also start with the Armsmaster skill, giving them a slight boost to their attack accuracy. Knights are more of a short-term investment compared to the long-term investment for barbarians. The equipment difference makes a big difference early game, but starts to become less noticeable at later levels, where the equipment's modifiers hae more impact on the character's armor class than the armor itself. Since barbarians can learn Armsmaster later as well, there's very little reason to take a knight over one beyond just having more equipment options.
Archer - The "sorcerer hybrid." The name is a little misleading, as archers actually have no special benefits with bows. Instead, the should be looked at as "warrior mages," able to use the full sorcery spellbook, but with the same penalties that paladins and rangers face. They have a worse equipment selection compared to their other hybrid brothers, though, only able to wear chain and being completely unable to use shields. They're still a popular pick, though, due to their balance between being decent warriors and having access to the extremely powerful set of sorcerer spells.
Ninja - Ninjas are the other option for the thievery class compared to robbers. Ninjas gain more attacks per round, and have access to better weapons. However, they have worse health per level and have worse armor, also being unable to use shields. Finally, they have worse thievery scores at the same level. Robbers are more defensive and better reliability for thievery, while ninjas are better fighters overall. I prefer robbers, but either one will do.
Druid - Because the druid spell list loses most of the most powerful spells of both sorcerers and clerics, they tend to be a very weak class late-game. In theory, this is balanced by their power early-game, having access to nearly the full spell lists of both sorcerers and clerics for some time. However, they remain unpopular picks since you'll almost always want both a cleric and a sorcerer to access the best spells of both, and druids are also unable to wield ranged weapons or wear armor heavier than robes. They do at least get decent health gains per level compared to the other pure casters. They start with the Direction Sense skill, which always lets you know what direction you're facing...though this is fairly redundant with Cartography, since a look at the minimap will tell you what direction you're facing anyway.
Knight - The alternative to the barbarian as the magicless bruiser, Knights have access to all weapons and armors, but have worse progression in health and attacks per round. Knights also start with the Armsmaster skill, giving them a slight boost to their attack accuracy. Knights are more of a short-term investment compared to the long-term investment for barbarians. The equipment difference makes a big difference early game, but starts to become less noticeable at later levels, where the equipment's modifiers hae more impact on the character's armor class than the armor itself. Since barbarians can learn Armsmaster later as well, there's very little reason to take a knight over one beyond just having more equipment options.
Archer - The "sorcerer hybrid." The name is a little misleading, as archers actually have no special benefits with bows. Instead, the should be looked at as "warrior mages," able to use the full sorcery spellbook, but with the same penalties that paladins and rangers face. They have a worse equipment selection compared to their other hybrid brothers, though, only able to wear chain and being completely unable to use shields. They're still a popular pick, though, due to their balance between being decent warriors and having access to the extremely powerful set of sorcerer spells.
Ninja - Ninjas are the other option for the thievery class compared to robbers. Ninjas gain more attacks per round, and have access to better weapons. However, they have worse health per level and have worse armor, also being unable to use shields. Finally, they have worse thievery scores at the same level. Robbers are more defensive and better reliability for thievery, while ninjas are better fighters overall. I prefer robbers, but either one will do.
Druid - Because the druid spell list loses most of the most powerful spells of both sorcerers and clerics, they tend to be a very weak class late-game. In theory, this is balanced by their power early-game, having access to nearly the full spell lists of both sorcerers and clerics for some time. However, they remain unpopular picks since you'll almost always want both a cleric and a sorcerer to access the best spells of both, and druids are also unable to wield ranged weapons or wear armor heavier than robes. They do at least get decent health gains per level compared to the other pure casters. They start with the Direction Sense skill, which always lets you know what direction you're facing...though this is fairly redundant with Cartography, since a look at the minimap will tell you what direction you're facing anyway.
Whew! That was a lot of things to introduce! Next time, we'll actually start our adventure and explore the starting village of Vertigo.