
Secret of Evermore - Self-Imposed Challenge Run Part 10: The Dev Team Thinks Of Everything!
Rules so far:
-No switching to the Dog in an active combat area unless absolutely necessary
-Dog must not be dropped to 0 HPs
-Pixie Dust, Wings, and Call Beads are not allowed
-Alchemy restrictions to be determined
-Bone Crusher banned after Thraxx
-All Sword and Spear weapon restrictions to be determined
-Most rules disabled for convenience in non-threatening areas
Another filler part, just showcasing the dialogue Blimp has for when you talk to him without having any Mud Peppers on hand.
My comparison between the spell systems of this game and Ultima: Quest of the Avatar is simply due to usage of reagents. I can point out that Ultima: QotA does have spells being cost-ineffective to a fault does work in context of making the player want to go right through adversity you'd expect from being a paragon of virtue. It's just that the Missile spell sucks and anything requiring overly rare reagents had too easy a time hitting either extreme, although Protect would STILL stand out from exploiting the division defense shenanigans.
Still, Secret of Evermore has the exact opposite problem showing up already. What are the key differences? Well, here's a short list:
-SoE's attack magic have the level multipliers be rather big differences, actually minimizing at 1.18x transitioning from Level 8 to Level 9. Ultima: QotA's has spells' damage output multiplied by 1.18x for 18 INT characters, and 1.5x damage for somebody with 50 INT.
-SoE doesn't have MP to limit tactical spellcasting.
-Ultima: QotA's money drops stayed in the same range, and also had other things, most notably the Key, compete for its expenditure so actively.
These factors become a big deal when Secret of Evermore proves to have a survivalist setting about a boy and his loyal canine companion trying to navigate a strange, dangerous world, which the Dog's sniffing around for ingredients is supposed to involve, but when you can buy ingredients without a lot of difficulty, that kind of gets lost, even without getting into potentially going for bargain deals, of course, something the game doesn't have an active penalty for of course.
At least I know where the enemy stats are on the ROM and what some of them do. I just wish I could figure out how enemy magic is handled.
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