You can use Spirit Vision to talk to possessed dwarves you killed (after the fight) and they will just seem confused. (They'll be healed after clearing the cave, even though there's no XP or extra reward for this.) Alternatively, you can just sneak (stealth and/or invisibility spells) past all possessed dwarves you encounter on your way to the cave or in the cave, if you want to save their lives. The first time, the spell they're under can be cleared with Mystic. Wrecker's Cave is on the west side of the map, near the bridge where the troll is.Īlong the way between Driftwood and Wrecker's Cave, you'll be ambushed by possessed dwarfs at least twice. After you report to Lohar with the note, he will want you to kill Mordus, who is located at Wrecker's Cave. The instruction to open the door, which will reveal that there is a button behind the shrine this will open up a new dialogue option for you, allowing you to escape the room. (There is another quest here as well: see A Taste of Freedom for more details)Ī note instructing Mordus to assassinate Lohar. Inside the Row of books (besides some loot) you'll find: You will then need to move some crates to find a Row of books hidden behind the chest. If you walk to the lower end of this room, the stone door will shut again, and you will not be able to open it until you read the instructions for how to do so. After you activate it and open the stone door, the two trapped dwarfs will leave and allow you to scavenge this area. Walk close to the stairs and you will find it. There's a secret handle located on the column next to the staircase. If you attempt to convince her with any other form of dialogue, she will simply turn you away.Īt the basement of Mordus's house, you will notice two dwarfs trapped in the other room. Tell the dwarf sleeping there you were sent by Lohar and she will let you open the hatch beneath her. Lohar, a gang boss at the Undertavern, asks you to search Mordus's house. Find out what Mordus is up to and report to Lohar.I want to play a game not bust out excel and run calculus to play each board.Shadow over Driftwood is a Quest in Divinity: Original Sin II. Short description goes here. Attributes like two spike =2x damage are far easier to understand. Percentage increase for traps are hard to follow. Old system of only 1 upgrade option with 2 ultimate options was better. Traps also have too many variations which make it too complicated vs being fun. Those interactions are far more intuitive. For example bullets that pass through flames or ice do more damage or flames in demons make them temporarily flame ogres. The dev should focus on in game mechanics vs items and rune. I can’t really recommend the game to anyone aside from hardcore strat gamers. The UI is also really really bad and gets in the way of enjoying the game. I waste so much time optimizing my setup that the p,ay to prep ratio is way off. The items and runes and skills are annoying. I feel like I’m spending more time preparing to play a board vs playing a board. They have faith in people to spread the word about their game.Īll in all, can’t wait for Dungeon Warfare 3. This game deserves a try from anyone who wants to support those guys who work hard to craft mobile games, even as they know their baby is going to be set adrift in a vast flood of half-assed mobile games. (They work well on the larger iPhones too, if you need to kill some time, but it’s just better on the iPad). This is a great sign of a developer who lives and breathes his own work.įinally, the Dungeon Warfare games are *perfectly* suited to the iPad. The second game has many cool new designs for enemies, traps, skills and other layers of managing your dungeon, and many of the rougher aspects of the first game are addressed directly by these changes. The first game was very fun and replay able but some aspects of the gameplay - especially towards the end of the game- were a bit rough. I’m so used to being disappointed by iOS games that I couldn’t believe how badly the first Dungeon Warfare game sucked me in.ĭungeon Warfare 2 is a beautifully crafted sequel that, like many classic sequels, shows a developer fully coming to grips with his own game design.
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