Now then.
The title screen is much as it was in MMVI. No surprises there. If you've seen the intro video, you also get a short glimpse of the "create new party" screen, which is also remarkably similar to the one in MMVI.
Let's take a look at what skills I chose for our dark siders at creation. I planned this first update to be focused purely on the dark side party, but due to some difficulty getting the game running while also keeping FRAPS functional, I had to make a compromise. I thought I'd been taking a lot of screenshots with our dark side party, and it turns out I didn't. So some of the update is with Lightbane's group, some is with Cappen's group. Deal with it.
Here are Lightbane and crew:
I went mostly for the spell skills, as they come with two spells when chosen at the start. This is a money saver, and I'm a creature of habit.
I'm also a jew at heart, at least when it comes to monetary matters.
As for what the skills do, please
look here for a thorough overview.
When the game starts, our party is making landfall on a small island called Emerald Isle. You can spot it on the far right on this map:
Emeral Isle is the tutorial area, and once you leave here you don't get to return. Not that there's much reason to, if you play the way I do.
Just as we step off the dock, a compulsory NPC chimes in.
Luckily we can turn her off. She has a bunch of stuff to say about different buildings and such, and her advice is good for someone who hasn't played this game or the predecessor before. I've hidden her advice behind a second spoiler section, so you won't have to read through it if you don't bother
Now, let's take a look at the interface and see what's different.
There's no dot near the portrait anymore. Instead there's four triangularly shapes surrounding the portraits. They're our proximity detectors. They're currently green, meaning no hostiles are nearby, and it's possible to rest. If they're yellow, there are hostiles nearby, and if they're red, hostiles are within melee range.
On each side of the portrait are the hitpoint and spellpoint bars.
There's the main game window. A minimap with two NPC slots below. Just to the left of the minimap is a twig. This is the torchligt icon. If the torchligt spell is active, this will be on fire. There's also a pendulum looking thingie at the top right of the minimap. That's our wizard eye indicator. If you can see an eye in it, wizard eye is active.
Below the NPC windows are other icons for currently active spells. I'll comment on them as they come into play.
Below those icons are the food and gold counters. Rather self-explanatory I feel.
Below them we have a bunch of books. The left-most is the quest book. Let's open that.
That's the quests we need to complete to win the challenge and thereby earn the title Lords of Harmondale.
More quests will doubtlessly be scribbled in here, only to be deleted when they're completed.
The next book is the auto-notes book. It has the following bookmarks; Potion notes, fountain notes, obelisk notes, seer notes, miscellaneous notes and instructor(trainer) notes. They are currently all but empty, so I've hidden them beneath a spoiler tag.
The next two books are the maps and calendar books. They're relatively uninteresting for the time being. Then we have something new! Something that wasn't there in MMVI. The right-most book is the history book!
Currently, it is decidedly lacking in content, but that will change as the game progresses. We will be returning to this book to bask in our own glory.
Another thing that has changed appearance since MMVI is the info window that pops up if you rightclick on an NPC or monster:
More info will become available with higher level in the ID monster skill. This window becomes very useful later on when prioritising enemies, especially when monsters start being able to cast annoying spells (I'm thinking of Pain Reflection in particular here...).
The way you learn new skills has also changed. No longer are there guilds where you can pick up some new tricks. Instead you have to seek them out in the utility buildings in towns, in the Inn for example:
Or the weaponsmith:
Our top priority will be getting everyone the bow skill. Just as in MMVI, having ranged attack capability is a must.
Now I think we're ready to run around and talk with people.
We can't buy spells if we're not members of the corresponding guild, so getting guild memberships should be a priority.
One NPC has some interesting information for us.
Dragonflies are indeed not very threatening, if not for their large numbers. A dragon on the other hand is a different song altogether. So I guess we know why we're currently the only active adventuring group on this scavenger hunt..
Speaking of which, let's go chat up Lord Markham.
I'd missed out on catching the quest description as delivered by Markham himself, but I can give you this from the quest book:
This quest is worth a handy little sum, and we'll do it in the course of the scavenger hunt anyway, so..
And it seems that any means to getting the items needed are accepted.
Outside are some red berries that can readily be mixed up in a potion bottle and turned in:
Thomas is quite right. That was laughably simple.
Let's take a look at the northwest side of the island.
There sure are a lot of dragonflies there. Before actually reaching the dragonflies, an NPC catches our attention. It seems he has something to offer us..
A wand of fireballs is a useful tool indeed. Thing is, we don't really need it for the dragonflies, as there's a very helpful special buff-dispensing pedestal on this small island.
This adds +35 to all stats for 24 hours. Making our small group easily capable of clearing the dragonflies from the northwest of the island on their own. We could still take Mr. Malwick up on his offer and keep the wand for later, or even just sell it for profit.
All overland maps also have a "game of X" brazier somewhere, which tests one of your buffed stats. If you meet a hidden requirement, you get free skillpoints:
Also visible on these screenshots are two actve buffs under the NPC portraits. It's the Protection from Fire and Day of the Gods buffs.
I'll wrap this short, introductory update up with some more words from a nearby NPC.
Seems there really is a dragon on Emerald Isle.