I would like to apologize in advance for the length/potential pointlessness of this post, but I wanted to get out as many trivial questions and minor complaints as I could all in one go. Perhaps added together they make one worthwhile question instead of a series of petty uncertainties. If anyone knows the answer, or could come up with a theory as to why something here is, (or point out a misunderstanding on my part) I would be grateful if you would indulge my curiosity.
1. Do golems use the magic die instead of melee die in their attacks, even though the attack itself is melee? I could see why, I suppose- with them being magical creations and bigger on defense than offence- but it still seems odd.
2. Why in the world are Ice Wyrms eldritch type monsters? From what I can tell they are wingless dragons who prowl unseen through snow and can swallow unwary travelers. Seems like a slam dunk for the beast category if you ask me. Unless there is something particularly eldritch about these things (if they were ghosts or elementals or relied on spells or something), it seems eldritch already has enough high-powered monsters (Chaos Beasts, Demons, Golems, etc.), and not enough low to mid-range ones.
3. Confused why Bane Spider attacks are magic, but I can live with it. Maybe their venom/webs are naturally imbued with dark magics or something.
4. Why in the world are ogres undying instead of regenerating? Can’t remember if regenerate was an ability back in core descent, but maybe this is why. Anyone edit this as a house rule or something? I picture undying monsters more like reanimating from the grave, like a lich, skeleton, or someone chosen by fate- while from their description, it sounds like ogres simply regenerate “even the most grievous wounds”.
5. This one may be just me, as I’m not sure my game came with all the pieces, but are there supposed to be two master Ferrox, but only three normal ones? All the other monsters of about the same level seem to have four normal ones. I figured this was to make up for the loads of kobolds Well of Darkness came with, but am beginning to think I may have received an incomplete set of figures.
6. Curious as to why exactly things like healing runes and Shaar the Brightwing were removed in Campaign Play to prevent healing between dungeons- but the new (was it an item or a skill?) in Sea of Blood would allow Red Scorpion and Ispher to do just that. Why not just restrict these items to “in-dungeon/encounter only” or something with less potential for abuse (maybe only healing a certain amount per week)?
7. With the advent of the swim ability in Sea of Blood, you would think some Tomb of Ice monsters were in need of a makeover. Wyrms and maybe medusa seem like they would easily glide through water (both snake-like in shape). As for lava beetles, they seem like they should get damaged or killed in water due to their fiery disposition (though I realize there is no ability for that…) Maybe something from Tomb of Ice will at last get a frost ability (seems to make sense.
There are loads of other little things, but these are all I can remember off the top of my head and I’ve already babbled on too long Again, sorry for the rambling, being overly verbose is my shield ...
I guess what I’m asking is if anyone with a particularly analytical mind can come up with the answer to some of these things, or if anyone else has noticed things that seem to be out of place or contradict each-other?