Some abilities seem without question better then others.(summershwerd ability 1 being a joke compared to the 2nd.) What does the 6th sense combat ability actually do? It seems like it does nothing, everyone attacks you, and then the moment it ends they seem to have their full turn timer and stamina anyway.Įnemies seem not to follow the same rules you do, or are stated in such a way that they matter little, their turn time seems to recharge so quickly that a "rythem" seems not to exist and all you can do is hope that the AI simply decides to stall for you to do your move. Why can I eat at any given time(even when in book logic I just got attacked and I just have not clicked on the start combat button.) Why does the book have to make insane contrivance to keep every other character ever out of combat? Those are the kind of things I would expected in a more guided "book" experience not to needed.Īs a game it feels confused and confusing. (spoilers?) Why is it perfectly fine for me to "rest" at a merchant when my current quest is to be in a rush and hunt down people who kidnapped a dude. I just don't see it being very good as a game or as a Choose your own adventure book.Īs a "book" it feels way to gamey, more then I remember the actual books to have. This criticism was addressed and the text changed in the 2007 edition.I read a good number of Lone Wolf books as a kid(in German mind you, but same experience) and I was genuinly interested and excited to play this game as a way of reliving my childhood.Īnd at first it really interested and intriqued me, but the more of it I played the more I found it to be a chore, and now the "chore" part of it has offically overcome the novelty. The plot and story of the book was greeted favorably by most readers, but a challenging section in the book referred to as the "Tunnel to Hammerdal Chokepoint" (along with the accompanying errata in some editions) detracted from the enjoyment of the book for some readers. The introduction of the Sommerswerd and its awesome power within the subsequent books made some fans question whether Joe Dever's intention of making every book accomplishable on its own still realistic. Those traps which are used can be anticipated, and usually by-passed or defused by use of Lone Wolf's skills." Rowland reviewed both Flight from the Dark and Fire on the Water together for White Dwarf #60, giving it an overall rating of 7 out of 10, and stated that "Both books are fair, emphasizing combat rather than traps and tricks. Lone Wolf is given the Seal of Hammerdal and sets off on a ship bound for Durenor, but when a traitor on board sabotages the ship, he is forced to make his way on foot to Durenor despite the enemies that await him around every corner. Having informed the King of Sommerlund about the fate of the Kai Order, Lone Wolf is instructed to make a journey to their ally, the neighbouring country of Durenor, to retrieve the legendary Sommerswerd, which is Sommerlund’s only hope at repelling Darklord Zagarna’s massive invasion. This installment also introduces the 'Sommerswerd' - a divinely crafted weapon which grants bonuses to Combat Skill that are very useful, especially when used against undead enemies, in later installments. The reader also begins with a much better selection of equipment than previously available. In this second installment, the reader is allowed to choose an additional Kai Discipline if they completed Flight from the Dark, for a total of six Kai Disciplines. It is the installment where Lone Wolf receives the legendary Sommerswerd. Fire on the Water is the second installment in the award-winning Lone Wolf book series created by Joe Dever.
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