But what’s the actual problem? Why isn’t it importing? What happens when you try to do so?

It doesn’t show any saves, just asks for my email.

Enter the email you used to save in the last game, and it will carry them over.

I just finished Hallowford and I got a couple of questions I was hoping might be answered.

So I chose to destroy the heart, but I was wondering can’t the town still get money from those huge and supposedly ancient flower court ruins under the town. Wizards and adventurers love that stuff and it seems like there was a lot more down there than just the heart. It seems like the town could shift to an adventurer economy to survive. If anything they could try to sell adventuring rights and research grants yeah. Theirs bound to be more magic stuff down their. Also I liked the game but I was hoping I could talk to my companions a bit more like when we’re in the cavern. I also wanna know where Sam and Adjatha went it seemed like they kinda disappeared after our adventure in the cave.

Liked it a lot got play an evil mage who goes all necromancer at some point.

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How do you actually reduce your stats from the starting point? Aren’t there only options to increase them?

Can’t remember if you lose the points permenantly, but the morale system everyone except me seemed to enjoy made it really easy to lose more points than you can gain.

If you don’t pay William, some nasty things can happen to you.

Really? All that happened to me was that my morale went down a bit and I got my money stolen.

He can poison you and you will lose Prowess.

That probably would’ve happened to my character, if he hadn’t exercised sound judgment and decided he wasn’t likely to find anything worth spending his savings on anyhow. So I lost my chance of getting worst possible stats there.

(My guy’s still a bloody useless adventurer, but I do take pride in the fact that none of it was his fault. His only flaw was being a talentless knight’s squire with dreams of wizardry - otherwise he made the best of all his chances, despite that stubborn excuse of a ‘master’ refusing to train him until the end.)

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Actually I’m pretty sure that final bit of ‘training’ was you just watching Isan fiddle around with devices and minor spells. Which happens even if you’re just his servant.

Anyway, maybe in the next instalment you can impress the bandits with your accounting skills? Not enough bandit clans have accountants, if you ask me.

If you’re his servant or a freelance adventurer living with Isan and you have no magic, you get this text:

While the wizard himself does the specialized, highly delicate work of spellcasting, you are the one who must ensure he has all the spell components, notes, equipment, and required artifacts on hand for each casting. Most of your days are spent running around the tower as Master Isan inundates you with a constant stream of demands and questions.

It doesn’t take you long to pick up the basic concepts of what you are working with, both from the wizard’s own hurried explanations and your observations of your master at work.

That gives the basics of peace magic, which means that it’s possible (though perhaps very unwise) for anyone staying with Isan to choose Isan’s plan. If you’re Isan’s new apprentice (because you chose that reward in the previous chapter) and your will is below 4 and/or you have basic magic at best, you get this text:

As his apprentice, you are expected to use your magic alongside his. He has you cast the simpler and less powerful spells while he concentrates on the more complex casting his research requires. Day after day, you spend hours casting the same basic spells over and over again. It is absolutely exhausting, but it hones your will to a fine edge. Your knowledge, too, grows swiftly under such uncompromisingly intense spellcasting. Soon, the spells that had seemed so alien and mysterious to you now become mundane, their casting almost second nature.

A new apprentice gets more out of this than a servant if their will is less than 4 or if they have the basics of peace magic already. Unfortunately, @Pheriannath’s character fit neither of those categories, so the only benefit he got from becoming Isan’s apprentice was the possibility of being named a (woefully underprepared) Court Mage.

Only someone with Dame Mildred as mentor ends up poisoned, which means that prowess was boosted from training under Dame Mildred before being lowered. Isan detects a poisoned cabbage, which protects someone with Isan as mentor, someone with William as mentor buys the writ automatically, and perhaps William doesn’t think a freelance adventurer is worth poisoning (stealing their money or slandering their reputation instead). If the MC starts with 5 prowess and is Dame Mildred’s squire, then the prowess boosts are capped when the MC reaches 6 prowess, and then loses 2 prowess from the poisoning, ending up at 4 prowess and 2 in every other stat. (Dame Mildred’s servant only gets 2 prowess boosts, unlike the squire’s 3, but they aren’t capped at 6, so a servant who started at 5 prowess would go up to 7 and then back down to 5 from being poisoned.)

The Bandit-Auditor of the Iron Marches

My guy did indeed go with Isan’s plan, reasoning that it would both be decent to show some support for his master and wise to accept his help (all the more because he was nearly useless at everything else). He basically piggybacked off his master for most of the last chapter.

And I didn’t even go for that! My guy’s knightly morals demanded that he declare helping the Duchy to be its own reward. On the plus side, it did make his name known to everyone in the Concordat and Korilandis.

He does? Guess he actually cares isn’t as distracted as he seems after all.

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I think I found a bug. I chose to side with Michael, and picked the magic option to try to win over some people, but the text made it seem like I was trying to get the watch to flip sides and join Lucan.

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I think you get lucky that he knows the poison’s smell and so notices it. He doesn’t detect the poison for your sake:

One day, you bring back a load of groceries from the market, only for your master to stop you as you put them away.

“That one,” he says, pointing at a head of cabbage. “Give that here, boy.”

You do as he says. Isan takes the cabbage from your hands and sniffs it closely for a moment, before nodding sagely. “It is as I suspected. This cabbage has been poisoned.”

“Poisoned?” you echo, your shock drowning out any attempt at a real reply.

Isan nods. “Yes. Note the odd smell. It is the odor of a poison that is common in my homeland. You took delivery of these from the normal stall?”

You nod.

Isan purses his lips and nods back. “Then, this was an intentional attempt on my life, or rather a warning that such an attempt may yet come. I suppose they will use a more subtle poison next time.”

Your master takes the cabbage into his laboratory, ostensibly to find the person who sent it. Though your master is sure he was the target, you are all but certain the warning was not for him, but you.

Over the next few weeks, you find yourself inspecting your food very carefully.

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Are swords the only available weapon in the game?

Aside from slings and your starting quarterstaff, yes.

Are there any other bugs with the older saves? I have several character files from the first game, and I wanted to know whether I needed to redo them all or just the ones with the sword or the book.

I think it was only the book and the magic sword

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Sorry to be a bother. Earlier you said the sword impacts the sequel. Do you know if the book does? I just did a quick run with the new save but still didn’t notice a mention of it.

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