Skip to main content

Secret of Mana Part 5: Of Angry Gnomes


I finally used cannon travel! It literally propelled them across the map before making them fall near their destination. Well, that's a strange and unsafe way to travel, but hey, if gravity is completely non lethal in this world, why not use it?


Thanks to Watts' shortcut, it didn't take them long to come back to the lava pools underneath the dwarven village, where they cooled them by freezing a conveniently placed orb.


The acquisition of magic made battles a lot more interesting and enjoyable, as the team now had far more tools to use against their opposition. Even better, many of their spells could be multitargeted, making battles a snap! The only real limit to this immense power was MP and MP costs, and I did have to be careful not to drain them out, especially since some of Kard's spells costed a hefty 3 MP, which, against a max MP of 11, was quite the pinch!


The enemies within the Underground Palace put up no real resistance, relying more on numbers than strength or skill, and the team soon approached the entrance of its central chamber. But this gnome stopped them from entering. Kard took its anger out on it, enraging it and making it grow ten times larger!


The enlarged gnome was quite the tough customer, burning the party up with multiple aoe spells! They made some progress before getting thoroughly toasted. It was clear that I would need to save up Luna's MP to keep the party alive through this fight. Frankly, he seemed outright impossible to defeat in a straight fight.

After a second attempt failed horribly, I decided to grind out about five levels to get more bulk, MP and attack power. While doing this, I discovered that the Undine element itself could be leveled up with use, and greatly increased its damage and healing. With that discovery, I resolved to get Kard to level 2 of the element. Then it gained two whole levels without gaining another elemental level. Huh.

Well, at level 13 both Luna and Kard gained an extra MP, and a decent amount of HP, so I chose to try the gnome again.


And, sure enough, that worked! Talk about an overtuned boss though, jeez.


Utterly humiliated, the gnome gives his powers up to them. Also, some comedy happens, and Kard regains its memories by bumping its head into the seed. Turns out, it lives in Upper Land Forest, wherever that is. We get an axe upgrade and absorb the second seed, for whatever good it does.

Well, time to deal with Luna's kingdom's woes.


Or not, because the guards block the path ahead. Welp.

I'll try and figure it out next time. Apologies for the short post, the grinding drained me hard.

Comments

Popular posts from this blog

About Me

  I am Dev Jyoti Chand, a man of many interests. Chiefly, I like playing video games, specifically, strategy 4xes, strategy RPGs, and adventure games. My favorite games are Master of Magic, Tactics Ogre, specifically the SNES/PS1 version, and Quintessence - The Blighted Venom. I also am very interested in learning about history, especially ancient and medieval history, and am ever curious to learn more about the world. This blog is mostly a grab bag of subjects I felt strongly enough about to dedicate words upon words. Most notable among them are a series of challenge runs of the Star Ocean 2 remake, a long form commentary on To the Moon that I am not particularly proud of these days, and, more recently, LPs of the classic Mana games . I am ever eager to talk about my interests, and am very accepting of feedback, as long as it is given in good faith. If you wish to contact me, you may do so through the following means: Shoot an email to dev221117@gmail.com Join my Discord with th...

Caster of Magic for Windows School Evaluations: Chaos

 It's time for the next magic school, and the last "elemental" one in the lineup. CHAOS Chaos represents the forces of hell. In practical terms, this means channeling fiery, destructive powers, summoning demonic creatures, and warping its own forces with demonic power. Chaos is a difficult school to play, as most of its Common tier spells are quite weak, but once it can climb out of that, it has some decent bases to work off of. However, its strengths are not particularly straightforward, relying either on combat damage, mass buffing units, or a mixture of the two. Common Tier 1. Animate Ammo: Cost: 5 MP Effect: Steals the ammunition of the targeted unit and converts it into casting skill. Heroes and summons ignore this effect. Analysis: Chaos really doesn't start out impressing with this extremely niche effect. It would be good if it affected more targets, either at once, or by type. Heroes and summons tend to be far stronger, and being able to kill their ranged dama...

Caster of Magic for Windows School Evaluations: Nature

 Recently, Hadriex made a video  covering combinations of two magic schools in Caster of Magic for Windows(henceforth called Caster of Magic 2, or CoM 2 in short). While it was a good effort, I feel like he didn't go into as much depth as I would've liked: combining schools of magic is actually a very complex and nuanced decision, especially when deciding how many books to use from each school. The choice of retorts also complicates this, as they provide a very significant boost to the early and mid game of several wizards, if picked correctly. And, like most strategy games, the early and middle portions are some of the most significant - if your wizard takes off early and stays strong through the middle, they get a lot more territory and power, which later leads to them mobilizing strong armies more effectively. So, I've decided to take a look at the subject myself. To do this, I've decided to first look at the strengths and weaknesses of each school accurately, before...