Waddah the Yeek Summoner - an AAR attempt (2024)

Cheers - I noted that later on (see below) also. Does this mean that dominate has been deemed too powerful as it is and nerfed at some point in the past?

1) Irkkk and the vanquishing of Murgol

The village not too interesting, I made sure the stores had nothing I desperately needed - but of course, The Way provides. Dependence on physical items is not for the true Wayist. The island of Rel was not that large - my mission was to find more about the Ritch, and kill the one known as Murgol, a reported yaech leader of vile proportions.

In Murgol's lair, dozens of hideous foes assaulted my minions, but I persevered against the odds, even under water.

* * * Finished L1 of Murgol's lair. Gained L2. All three stat points into Cunning (20 now) to give me two summons at the same time. Class point in the war hound, as I reckon I might be needing one maxed out critter rather than two/three mediocre. Not sure yet if the choice for the war hound is the best, but I dunno if the Ritch flamespitter will be useful against his kin later on.

I did not use the generic point - so far the use of dominate has been... not so handy as expected, so I'll just wait until something better opens up in a few levels. Looking for something that will make the critters better - I am uncertain if the talents that increase physical power will help the critters. I need to check once in town and if the option opens up.
Loot of note - nothing. Ring, cloak, boots. Northing too fancy. The Way shall provide. * * *

Moving deeper into the watery tomb that was home to the one called Murgol, my trusty minions went on and on, tooth and nail against hordes of yaech, squids and giant eel. Fortunately, nothing the enemies could muster overcame my pets.

* * * Finished L2 of Murgol's lair. Nothing fancy but for a pair of Eden's Guile boots. The extra speed might be useful, but marginally I suspect. On this level, the dominate became more useful. I apparently had been using it on the wrong enemies. Walking around with 2 critters plus a dominated feller helps. * * *

The dark, dense presure of water was getting to Waddah. Murgol could not be far. Opposition mounted, but it was inevitable as The Way predicted. Step by waterlogged step we came closer to Murgol, the dreaded Yaechlord that had killed countless of my kin.

* * * Finished L3 of Murgol's Lair, killing Murgol. Gaining three levels in the process.

L3, L4 & L5 STAT points +6 Cunning, +3 Constitution. I want to upgrade to 3 critters (Cunning 30) and then move on to increasing willpower. Constitution, I am not sure it is useful, but my meagre supply of HP all but forces me in this line of thought.
With the class points I maxed out Warhound and added the remaining 2 to turtle. I like the turtle - it can block a passage, allowing me to escape. Still not sure about the Ritch usefulness. It dies too fast.
I did not spend the remaining generic points. I want to take one point OUT of domination, as it is a costly point for only decreasing cooldown with 4 turns. Once back in town, I removed the second point from Dominate and moved it to Nature's touch. All other options just don't seem worth it just now, so I am a little stumped in have three unused general points. But, there it is.

Loot of note: I got a second regeneration, a Girdle of Calm Waters, and some nondescript stuff. With this under the hood, I went out to find the lair of the Ritch. * * *

The Ritch' tunnels were nothing more than a bug infested, evil smelling hole in the ground. Dangerous, and filled to the brim with all sorts of abominations, but not a hindrance to my minions. Chamber after chamber, foul reeking passage after slime covered corridor we fought side by side until we finally met the source of this unpleasantness - a humongously large specimen right in the process of laying eggs to spawn more of the ritch. The assault began, and it was a long, hard fight, but in the end, The Way prevailed.

* * * Finished all three levels of the Ritch Tunnels, killing the Hive Mother. I gained three levels in the struggle.

L6, 7 & 8 STAT points +2 Cunning as this allows me to summon three critters at the same time, +4 Will (this would be my primary stat I think) and +3 Constitution. HP remain laughable, and this really forced me to think about how I play.
The three class points: Turtle maxed and 1 in jelly. I fail to see the use, though the fact that it can help decrease equilibrium is maybe of use, but the minotaur is my next 'to max' critter.
I spent the saved up general points:
+1 Unity, +1 Earth's Eyes (this will be my track - I really love knowing what is up ahead) and +2 Heightened Senses to give me access to disabling traps. I think that I, even though it's not that frequent, might be glad I can disable them, as my HP won't allow too much of physical trap springing. That leaves 2 points unspent. perhaps The Way is telling me to investgate unseen paths. So, let's find a path?

I imagine that once I get to the continent, I wil try to go Anti-Magic. Then all of a sudden I wil be begging for more general points, I bet.

So, now on to the continent. * * *

“It is so depressing to think that we suffer because we are fools; yet taking mankind in mass, that is the truth.” Bertrand Russell

Waddah the Yeek Summoner - an AAR attempt (2024)

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