Sylphan2
09-17-2003, 07:16 AM
Architecture:
1. Miragul. Love the fancy rooms with fancy furniture; lots of detail. Just similar enough to Erudin. I just wish there was less fog so I could better see and enjoy it.
2. Takish. More fancy rooms with fancy furniture, this time more like Felwithe. Because it's all sand the designers had to use lots of drab brown and beige. It's actually quite good, considering how limiting that is. There are doors between most rooms, you spend a lot of time opening them over and over again. I wish the doors would stay open instead of closing every ten seconds.
3. Guk. Small rooms and narrow twisty corridors are more than a design decision, they make this setting more difficult. The atmosphere is really good (or should I say evil?) -- dank and dark. It's also the only setting with much depth -- there are slopes and dropdowns so deeper parts of the dungeon are actually at a lower elevation. But I personally like the fancy furniture better.
4. Rujark. Seems boring at first, with wide straight flat hallways. But as you explore more you find really unique rooms -- elaborate rope bridges, slave pits, mines... some of the best features in all of LDoN.
5. Mistmoore. There's variety here -- some of the dungeons are built like Takish with fancy rooms, others are rough natural caves. But it just lacks detail, it's... plain.
Mobs:
1. Mistmoore. Very well-done undead models. The best-looking mobs, you have to see them for yourself.
2. Miragul. Many of the monsters are copies from PoP, but that's ok. I like the variety, having so many wild shapes all in the same dungeon.
3. Guk. More creative and well-done undead models, all frogs. The animations are very good... but I still like the Mistmoore models even better.
4. Takish. All the mobs fit the theme, and I think they look good. But the undead models just outshine these.
5. Rujark. Orcs, goblins, wolves, pigs, beetles... and nothing else. The models are fine, but just not very interesting to me... I prefer more variety. The weapons they carry are excellent though, actually better than the mob models.
Special note: it's really hard to loot the whirlwind corpses, and sometimes impossible if they die near a wall or in a pile of sand or under furniture.
Difficulty:
1. Mistmoore. Seems easiest for average groups, I don't know why.
2. Rujark. Wide-open corridors and level floors tend to make pulling easier.
3. Miragul. Some people think the stairs and columns make it harder than Takish, I don't.
4. Takish. Constantly opening doors is an obstacle for pulling, scouting, and sometimes even for fighting if everyone needs to squeeze through the narrow doorway to the next room.
5. Guk. It's harder here. Less space makes pulling and even fighting difficult at times. Anti-undead abilities might make up the difference, but they help just as much in Mistmoore.
Adventures:
1. Slaughter. Easiest and simplest.
2. Assassinate. Sometimes you can pacify, invis, ITU, or Call of the Hero past half the dungeon to reach your target. Plus the boss might have loot.
3. Rescue. Takes extra time to lead the hostage out... and pathing, additional attacks, and mistakes can happen on the way. Also you can't sneak past large portions of the dungeon, the hostage needs a clear path out.
4. Collection. Drop rate is random. Sometimes it's easy and fast, other times the items just don't drop. Sometimes you can clear every last mob in the whole place and still not get enough... that's fubar.
1. Miragul. Love the fancy rooms with fancy furniture; lots of detail. Just similar enough to Erudin. I just wish there was less fog so I could better see and enjoy it.
2. Takish. More fancy rooms with fancy furniture, this time more like Felwithe. Because it's all sand the designers had to use lots of drab brown and beige. It's actually quite good, considering how limiting that is. There are doors between most rooms, you spend a lot of time opening them over and over again. I wish the doors would stay open instead of closing every ten seconds.
3. Guk. Small rooms and narrow twisty corridors are more than a design decision, they make this setting more difficult. The atmosphere is really good (or should I say evil?) -- dank and dark. It's also the only setting with much depth -- there are slopes and dropdowns so deeper parts of the dungeon are actually at a lower elevation. But I personally like the fancy furniture better.
4. Rujark. Seems boring at first, with wide straight flat hallways. But as you explore more you find really unique rooms -- elaborate rope bridges, slave pits, mines... some of the best features in all of LDoN.
5. Mistmoore. There's variety here -- some of the dungeons are built like Takish with fancy rooms, others are rough natural caves. But it just lacks detail, it's... plain.
Mobs:
1. Mistmoore. Very well-done undead models. The best-looking mobs, you have to see them for yourself.
2. Miragul. Many of the monsters are copies from PoP, but that's ok. I like the variety, having so many wild shapes all in the same dungeon.
3. Guk. More creative and well-done undead models, all frogs. The animations are very good... but I still like the Mistmoore models even better.
4. Takish. All the mobs fit the theme, and I think they look good. But the undead models just outshine these.
5. Rujark. Orcs, goblins, wolves, pigs, beetles... and nothing else. The models are fine, but just not very interesting to me... I prefer more variety. The weapons they carry are excellent though, actually better than the mob models.
Special note: it's really hard to loot the whirlwind corpses, and sometimes impossible if they die near a wall or in a pile of sand or under furniture.
Difficulty:
1. Mistmoore. Seems easiest for average groups, I don't know why.
2. Rujark. Wide-open corridors and level floors tend to make pulling easier.
3. Miragul. Some people think the stairs and columns make it harder than Takish, I don't.
4. Takish. Constantly opening doors is an obstacle for pulling, scouting, and sometimes even for fighting if everyone needs to squeeze through the narrow doorway to the next room.
5. Guk. It's harder here. Less space makes pulling and even fighting difficult at times. Anti-undead abilities might make up the difference, but they help just as much in Mistmoore.
Adventures:
1. Slaughter. Easiest and simplest.
2. Assassinate. Sometimes you can pacify, invis, ITU, or Call of the Hero past half the dungeon to reach your target. Plus the boss might have loot.
3. Rescue. Takes extra time to lead the hostage out... and pathing, additional attacks, and mistakes can happen on the way. Also you can't sneak past large portions of the dungeon, the hostage needs a clear path out.
4. Collection. Drop rate is random. Sometimes it's easy and fast, other times the items just don't drop. Sometimes you can clear every last mob in the whole place and still not get enough... that's fubar.