08-30-2003, 03:39 AM
GUNTER: ACT V FRIGID HIGHLANDS
Qual-Kehk shook his head in amazement when Gunter and Larzuk walked into the room. His battle commanders had told him all that Gunter had done to turn the tide of battle. He apologized to Gunter for his earlier rude behavior and told Gunter that his father would've been proud of his son if he were still alive. Gunter thanked Qual-Kehk for his words and said that he would be willing to do whatever it took to protect Harrogoth and defeat the forces of Baal.
Qual-Kehk had a mission for Gunter. Many barbarian warriors were being held prisoner deep behind enemy lines in the Frigid Highlands. Qual-Kehk worried that Baal's demons might torture them for information or for sport and Qual-Kehk wanted them rescued before it was too late. Gunter quickly accepted the mission and set out to find the prison camps.
In addition to the usual Siege Beasts and Imps, the Frigid Highlands were populated by Blunderbores and more Burning Dead Archers. In the open areas of the Frigid Highlands, the going was easier than it was in the Bloody Foothills, because Gunter could Taunt everything without worrying about the terrain. Incidentally, it wasn't worth casting Firewall on the Burning Dead Archers, because they died fast enough with War Cry alone. Blunderbores have a lot of life regeneration, however, so they required liberal use of Firewall and War Cry to kill.
In the walled areas, things were slower, because the mercenary often gets distracted by Barricaded Towers, but things didn't get any more dangerous. One thing that was unfair was that Burning Dead Archers could shoot through the Barricaded Tower while they couldn't be attacked through them. But otherwise the going was pretty smooth.
I also discovered some interesting things regarding how Taunt affects Imps and Siege Beasts. First, if you Taunt Imps, they won't teleport anymore and they won't jump into Siege Beasts and Barricaded Towers. If you Taunt a Siege Beast and then an Imp jumps into it, then the Imp won't use its inferno attack. He'll just use his fireball attack as if he were still on the ground. If you Taunt the Siege Beast after an Imp has already jumped onto it, however, the Imp will go ahead and use its inferno attack. The Siege Beast will walk toward you into melee range, but the Imp will use its inferno attack the whole time.
Gunter found and rescued all of the barbarian prisoners. Gunter and Mizan provided cover for the prisoners as they took their townportal back to Harrogoth. As the prisoners waited their turn to enter the townportal, they stared in amazement at their strange rescuer. Was this really the same Gunter they used to ridicule for his silly dream of becoming a sorcerer? These were strange times indeed when the fate of Harrogoth and perhaps the world seemed to rest on the shoulders of one as strange as this remarkable barbarian mage.
Qual-Kehk shook his head in amazement when Gunter and Larzuk walked into the room. His battle commanders had told him all that Gunter had done to turn the tide of battle. He apologized to Gunter for his earlier rude behavior and told Gunter that his father would've been proud of his son if he were still alive. Gunter thanked Qual-Kehk for his words and said that he would be willing to do whatever it took to protect Harrogoth and defeat the forces of Baal.
Qual-Kehk had a mission for Gunter. Many barbarian warriors were being held prisoner deep behind enemy lines in the Frigid Highlands. Qual-Kehk worried that Baal's demons might torture them for information or for sport and Qual-Kehk wanted them rescued before it was too late. Gunter quickly accepted the mission and set out to find the prison camps.
In addition to the usual Siege Beasts and Imps, the Frigid Highlands were populated by Blunderbores and more Burning Dead Archers. In the open areas of the Frigid Highlands, the going was easier than it was in the Bloody Foothills, because Gunter could Taunt everything without worrying about the terrain. Incidentally, it wasn't worth casting Firewall on the Burning Dead Archers, because they died fast enough with War Cry alone. Blunderbores have a lot of life regeneration, however, so they required liberal use of Firewall and War Cry to kill.
In the walled areas, things were slower, because the mercenary often gets distracted by Barricaded Towers, but things didn't get any more dangerous. One thing that was unfair was that Burning Dead Archers could shoot through the Barricaded Tower while they couldn't be attacked through them. But otherwise the going was pretty smooth.
I also discovered some interesting things regarding how Taunt affects Imps and Siege Beasts. First, if you Taunt Imps, they won't teleport anymore and they won't jump into Siege Beasts and Barricaded Towers. If you Taunt a Siege Beast and then an Imp jumps into it, then the Imp won't use its inferno attack. He'll just use his fireball attack as if he were still on the ground. If you Taunt the Siege Beast after an Imp has already jumped onto it, however, the Imp will go ahead and use its inferno attack. The Siege Beast will walk toward you into melee range, but the Imp will use its inferno attack the whole time.
Gunter found and rescued all of the barbarian prisoners. Gunter and Mizan provided cover for the prisoners as they took their townportal back to Harrogoth. As the prisoners waited their turn to enter the townportal, they stared in amazement at their strange rescuer. Was this really the same Gunter they used to ridicule for his silly dream of becoming a sorcerer? These were strange times indeed when the fate of Harrogoth and perhaps the world seemed to rest on the shoulders of one as strange as this remarkable barbarian mage.