Sunday, March 8, 2026

Midnight So Far

 We're in the "preseason" period of Midnight, which I think is meant to allow players to level up at a leisurely pace. Naturally, I'm instead using this time to level up as many characters as I can (see the name of the blog).

As I typically do, I leveled up my main, the human protection paladin, through the main campaign story. He was only level 88 when I finished that, so I did a few side quests, and I was sure to hit every delve and dungeon along the way (three are necessary for the campaign). Then, I've gone through my long-established old-school characters I've been playing for nearly twenty years now. Eager to see the Horde-only side of Silvermoon and also encouraged by a far simpler Subtlety spec, I took my Rogue in after the Paladin.

With each of these next characters, I hang around in a single zone to do all the side-quests and get the "Sojourner" achievement. The Undead Rogue stuck to Eversong, and I have to say that the questlines in Silvermoon in particular felt very appropriate for a character I've always imagined as a kind of bitter and cynical spy like something out of a Le Carré novel. Arguably it's a bit more like a Noir detective kind of vibe to these stories, but there's a notable recognition of the fact that the Blood Elves have a deeply flawed society, with a rich elite that exploits the poor. It makes sense - their Highborne ancestors were the powerful elite of Kal'dorei society before they were exiled, and given how long elves live (they weren't immortal like the Night Elves were until the end of the Third War, but I think they're meant to live thousands of years - I can't recall if Dath'remar was Anastarian's father, but I don't think they're all that many generations removed from the War of the Ancients). The quests in Eversong itself are largely less bitter in tone (actually there are some very whimsical ones within the city as well).

My next character in was my Draenei Death Knight, who has historically gravitated most toward Blood, but I've also often played him as Frost, and have focused on that for the most part so far. As a profoundly ancient alien, it seemed appropriate to have him focus on the Voidstorm. While I think a Void Elf Devourer Demon Hunter or Shadow Priest would be truly the most appropriate character to do all the stuff there, I was actually really rewarded for bringing a Draenei, as there's a quest where a lot of the NPCs apparently speak in Draenei and have specific dialogue for them. I'm impressed that they've managed to really come up with some metaphysically weird stuff here. Since their introduction technically toward the end of Legion (though they required purchase of BFA) the Void Elves haven't really had much time in the spotlight to develop as a culture and people. Unlike the rest of that first batch of allied races, we didn't see any during Legion. Voidstorm puts the Ren'dorei front and center, and gives them an opportunity to be defined independently of being "those void-transformed Blood Elves who were banished from Quel'thalas." (Incidentally, I have a Blood Elf Shadow Priest that I've had since BC, and I find it really funny that he'd condemn the Void Elves for what they're doing while being a literal Shadow Priest.)

Next after that is my Tauren Enhancement Shaman, who has been questing around Zul'Aman. Across the board, I've been impressed by the writing of the side quests, with a lot of unexpected and emotionally resonant stories (a story involving the Loa that protects Amani children hit me with a moment that made me wonder who was cutting onions nearby).

These four are the only ones that I've taken to the new content so far, but I'll be rounding out my tour of Midnight when I bring my Night Elf Demon Hunter to focus primarily on Harandar. I'm halfway tempted to level him up as Devourer just so that I have a ranged character in the mix.

I'm pretty loyal to my alts - the original characters of each class have mostly been the ones I actually play and try to gear up, though after Cataclysm, my Worgen Warrior and Draenei Mage kind of took over from the originals (both swapping my "class main" in these to the Alliance, so I lean Alliance a little) and then I couldn't resist the Wicker Man Druid forms of the Kul Tirans, so that one took over for my original Night Elf Druid.

I still like to keep those originals (like my Orc Warrior and Troll Mage) leveled up, but usually I do so toward the end of an expansion and don't put too much effort into gearing them.

But yes, let's talk Midnight.

Thematically, there's a pretty heavy emphasis on the Light being nearly as much of a threat as the Void. We see this in Turalyon's, frankly, dickish attitude toward the Blood Elves and his insistence that the Light can do not wrong, even in the face of pretty clear evidence. Along the same lines, we see Lothraxion succumb to wrathful zeal and we actually have to kill him to keep him from causing massive collateral damage that could destroy Silvermoon. But we also see its effect on nature with the Lightbloom.

Notably, there seems to be something that has supercharged this danger in the Light. It could simply be the effort to pour the Light into the Sunwell to hold off Xal'atath's invasion - after all, it seems that the Lightbloom in Eversong started nearly two decades ago, when M'uru was used to reignite the Sunwell. The effects have been benign until recently.

But it's still something of a mystery: it's not clear if the Paladins and Priests channeling Light into the Sunwell is what is causing this or if there's some hidden threat.

Traveling into Harandar, we learn a couple of things - technically never said explicitly, but implied heavily:

First off: the Haranir are clearly an offshoot of the original "Dark Trolls" that became the Night Elves. Their history tells of having once lived on and under a great mountain (presumably Hyjal) and that their ancestors left there to live underground in the great root-nexus. So yes, I think we can confidently say that the Haranir are a kind of "missing link" between Night Elves and Trolls, and fittingly, they have a mixture of features from both peoples.

Second: the Haranir worship an absent goddess they call Aln'hara, who supposedly rested in a great cradle of roots suspended above Harandar, but she was stolen away. This is, almost certainly, the World Soul of Azeroth. (Notably, there are illusory beings that are imagined into existence by the goddess, and they look exactly like the various World Soul memories we've seen during War Within, which themselves have a similar color scheme to Azerite. Indeed, we have a big part of the quests in Harandar to secure "Aln Dust" which I suspect is just Azertie). And that's actually really interesting! Some force must have moved where the World Soul was located inside the planet. I think we're meant to suspect that the Titans did this in their "Ordering of Azeroth," but let's not forget that the Titans found the world in a state where the Old Gods were trying to corrupt it, so it may have been the Black Empire that stole the Haranir goddess.

I'll also note that the cradle is small enough that I can now actually imagine Azeroth emerging from the planet without killing every living thing on it, which is nice.

Third: we finally have the "material world" location for the Rift of Aln, the part of the Emerald Dream in which we fought Xavius, and which was the wellspring of the Emerald Nightmare. Turns out, the real Rift of Aln is in Harandar! (I'll be eager to explore that area more thoroughly.)

The expansion widely expands the "Quel'thalas Peninsula," though I think it does so primarily by just making Zul'Aman much bigger - the area from the old raid/dungeon is now referred to as Atal'Aman (fitting in the established Troll naming scheme) and is both an outdoor area where you do some of the campaign quests as well as the location of a Delve (there do seem to be a few Delves this expansion that are just alternative versions of outdoor locations - in fact, I think there's one in each zone like that).

Notably, even as Zul'Aman sticks out much farther east than we saw prior to this expansion, there's also a mist-shrouded mountainous island beyond, which many are speculating is a place we'll go in the next patch. Much as the road through Quel'thalas goes all the way up through Silvermoon and along a very long bridge to Quel'danas, there's a giant road and broken bridge that leads to this mountain.

As always, there are tons of details - the game is incredibly dense with lore and little interesting notes. But we've, of course, only scratched the surface so far.

Wednesday, March 4, 2026

Ravenloft, Arcane Stuff, Thay Books Announced for 2026

 Since the release of the Forgotten Realms books last fall, we've been sitting around waiting to find out what is coming out for D&D next for quite a while. Well, we finally know about some of it!

    Ravenloft: Horrors Within

First off, we have a new Ravenloft sourcebooks. Likely taking a similar approach to Forge of the Artificer, this book will supplement Van Richten's Guide to Ravenloft with some 5.5 updates (oh, burying the lede here - 2024 D&D is now officially 5.5).

Horrors Within will give us new and updated subclasses as seen in Unearthed Arcana. Presumably we can expect it to include the Undead Warlock Patron, College of Spirits Bard, as well as the new Reanimator Artificer, along with others, though we don't have an explicit list.

Additionally, the book is expected to have many monsters, including Cthulhu, presented as a Darklord (with estimates of a CR of 25 or so).

It will also include the three established Gothic Lineages as playable species as well as a new one, the Lupin (presumably the closest you'll get to playing as a werewolf). Additionally, Dark Gifts are being redesigned as feats.

I adore Ravenloft as a setting (especially its 5th Edition iteration) and I love horror-themed monsters, so I'm super excited about this.

This is due to release in June (just in time for my birthday!)

    Arcana Unleashed

A "high-magic"-themed book, this will include several new subclasses (I can confirm Conjurer and Enchanter for Wizards, as we have a screenshot of a page with features for them, but presumably we'll get the remaining 4 Wizard subclasses from 2014). We'll also likely get updates to the Arcane Archer, Hexblade Patron, and possibly some new subclasses like Ancestral Sorcery or Tattooed Warrior Monk.

Additionally, we're getting more spells, including a mix of some from previous sources (Abi-Dalzim's Horrid Wilting is seen) as well as some new ones (Battle Familiar is a 2nd level spell that allows you to summon a familiar or upgrade one from Find Familiar to fight in battle, presumably along the lines of the Artificer's Homunculus Servant).

There will also be a number of new feats and backgrounds.

    Arcana Unleashed: Deadfall

This is going to be a new adventure book focusing on the Red Wizards of Thay. We don't have a level range for it yet, but it will apparently be set against the backdrop of a great Wizard War, which sounds exciting.

Both Arcana Unleashed books are likely coming out some time in the Fall.

Friday, February 27, 2026

Midnight!

 Out of a combination of peer pressure and a D&D session getting cancelled, I caved and got early access to Midnight. Yeah, I don't love it, philosophically, though I also do wonder if it also staggers people getting into the game. While things were pretty good yesterday, I've been having crazy lag today. It's also insanely hot in LA today, which might have something to do with it.

Tonally, the expansion launches in a state of desperation. Xal'atath's invasion of Quel'thalas is in full swing, and our fight to secure the Isle of Quel'danas is a desperate one.

Let's talk big plot elements:

Liadrin prays to the Light to send defenders to the Sunwell, and we, along with the Army of the Light, answer that call. We do manage to secure things, but it's tenuous: basically most of the most powerful light-aligned NPCs are spending every waking hour channeling into the Sunwell to hold off the Void. Quel'danas is effectively under Army of the Light control, and decidedly not the control of the Blood Elf government in Silvermoon. While Lor'themar remains a somewhat even-handed and pragmatic leader, tension abounds: Many of the Blood Elves are not happy about having a ton of Alliance folks in their city, to start (there are parts of the city Alliance players are forbidden to enter) but on top of that, both the Army of the Light and Grand Magister Rommath are adamant that the Void Elves are not allowed anywhere near the Sunwell (I'm curious to take a Void Elf character into this, though that will probably not be for a long time,) so Magister Umbric has been forced to do his research into the Void in Tranquillien.

In War Within, we touched a bit on the less flattering side of the Titans, and there's a bit of that as well (especially a pretty big deal when we get to Harandar) but we're seeing a lot of zealotry on the side of the Light, especially in Turalyon, who is not coming off, you know, great in this.

While it's not nearly as extensive as a whole zone's worth of story quests, we do get an extended questline with Arator, where he learns a little more about what made his dad the way he is, and also different perspectives on what it means to be a paladin. This is kind of cool: the sort of quest line you'd expect to get as a kind of side-thing in a .x.5 or .x.7 patch, but in this case it's key to setting up Arator's story.

There's an interesting question being raised: is the Light really no better than the Void? Or is there something strange going on with the Light on a cosmic level?

Certainly, WoW has always been about balance, where taking anything to an extreme can lead to pain and suffering (even Life as a force can get too powerful, as we saw on Draenor). It's interesting to me that we're seeing negative sides of the Titans and the Light, which for so long were mainly thought of as positive forces in the Warcraft cosmos (though to be fair, we had the Scarlet Crusade in Vanilla, and also the Mogu showing us that the Titanforged weren't always so nice).

I'm currently level 87 and questing through the Voidstorm. Unless it's a very long zone, I suspect that I'll have to do some sidequests to actually hit 90.

It's interesting: we have some choice on the order in which we do our quests, but everyone starts in Eversong Woods (which now includes the former Ghostlands as well) and then you can choose the order in which you do Zul'aman, Harandar, and Arator's Journey (that's the order I did them in) before you get the quest to go into the Voidstorm.

Tuesday, February 24, 2026

Joke's On Me! Back in the RCPD

 Welp, that didn't last long. Well, it sort of did: after escaping the RCPD garage, we go down into the sewers with Ada, and even wind up playing as her for a brief segment (here I think I had deaths 2 and 3, the first because I realized too late that I was trying to do the timed incinerator puzzle backwards, and the second time because Mr. X got me and Ada does not get any healing items).

Anyway, we're not quite into the high-tech laboratories, but it's very industrial and labyrinthine. Getting a tool to turn these particular locks, I should have realized that I was going to come back and use it in the old building (it mostly just lets us go back via the Goddess Statue).

Yeah, naturally the zombie outbreak is coming from a lab underneath the police department we've spent most of the game in, and they all integrate into one big map. I'm not sure there's been a loading screen (there have been cutscenes, and I'm sure there are some cheats).

Anyway, I have some film to develop back in the RCPD darkroom, and hope now springs anew that I will get my hands on that final Heart key.

Inventory management is pretty rough, though: I had to leave behind the Stars badge in a place where I got an enhancement for the magnum weapon (though here's betting that I'm just going to finally get back there only to discover that it's now got that red checkmark next to it).

I've also gotten a lot of blue herbs and have yet to encounter the poisoned condition. I'm curious to see what happens if you mix all three herbs together - in RE4 it of course boosted your max HP while also being basically a full heal.

Maybe I'm just playing smart, but I've found that I've got a surplus of healing items. Or maybe the game's going to get a lot tougher and I'll be thanking my past self for that later on. I'm on standard difficulty and wondering if the game has any adaptive difficulty - the way that Alan Wake II and Silent Hill 2 both let you find more ammo and healing items if you're struggling. (AWII I think does it a little awkwardly by letting Taken/Fadeouts drop little cubic boxes).

I do feel like I should revisit Alan Wake II after playing all of these predecessors (or at least remakes of predecessors). I adored that game's narrative, and kind of tolerated its gameplay, but now that I'm getting a little more accustomed to Survival Horror as a genre, I wonder if I'd do significantly better. For example, I was always trying to just maximize damage in Alan Wake II, and now I wonder if there's the same sort of staggering mechanic with shots to the legs.

I will say, RE2's Zombie don't seem to be slowed much by anything other than a headshot, though.

Out (Maybe For Good?) Of the RCPD

 Another update in Leon's terrible night in Raccoon City:

After solving the Goddess Statue puzzle ("puzzle") the next real challenge is to fix the electrical wiring in the jail in the basement (fitting that a police headquarters would have a holding facility. I have, luckily, never been inside of a real police station. Is it normal to have them in basements?) The cells are all filled with zombies, and I think there's a reasonable strategy to try to take them down while they're in their cells, because when the power goes back on, they all come out.

But I'm getting ahead of myself.

Our foray into the basement is actually a bit short. However, it also has the first of what I imagine are a pretty small number of boss fights - a horribly mutated person with a giant eyeball growing out of his distended shoulder comes after us. Given how many eyes I shot or stabbed in RE4, I knew to focus my fire on this. Like zombies, the key was to get some distance, fire, and move before he could catch up with me.

After this, we emerge into the parking garage, off of which there are places like the shooting range, jail, a morgue, and a kennel, which gives us our first freaking zombie dogs.

We also meet Ada Wong, who in this game is introduced as an FBI agent, even though I know we find out later she's nothing of the sort.

Once we get the power running again, we can head up the stairs and back into the east wing of the RCPD, and with some key items we find there, we can open up a bit more of the building, finally putting out the fire set by the crashed helicopter.

However, doing so introduces us to Mr. X.

I'd already seen his introduction in online videos, but it's a fantastically understated intro: you go through a door to find the tail of the helicopter blocking your way. Then, helpfully, a massive ogre of a super-zombie in a trenchcoat and hat (though literally the first time I saw him I blasted him in the head with a shotgun, which removed the hat and netted me an achievement - and he has been hatless since).

Until this point, the game has been about slow, careful traversal of the RCPD. There are moments where it's best to run from the zombies, but they don't follow for very long.

Mr. X will, I think, continue hunting you down until you open up significant distance from him, and even then, he continues to roam the building. Even the main hall, our safe home base (oh, except when Martin Branagh turns into a zombie, which we all knew was coming) is fair game for Mr. X to chase you. He hits hard, but is overall pretty simple - he just walks quickly toward you, and you can stagger him with a couple shots (a headshot seems to do nicely) and run past him.

Still, it's good that we spend the first couple hours of the game creating a mental map of the RCPD, because that slow and careful exploration goes out the window when Mr. X is on our tail.

Getting the final part we need to restore power to the jail, we get into the cell of the journalist who was trying to expose Umbrella (before his skull was crushed by Mr. X - actually before we have that first proper meeting) and get the keycard off of his body, along with a recording of his attempt to get information out of an Umbrella scientist. Of course, when the cells all open, we not only have like a dozen zombies, but look who's here! Mr. X comes to follow as well!

Getting past them is a bit tough (I've had a lot of stockpiled healing items, so I kind of just brute-forced it after taking a lot of attacks from zombies) but once you do, Ada shows up and rams Mr. X with a SWAT van, which she then detonates with some explosives.

I'm assuming Mr. X is still around, but it gives you the opportunity to leave.

There were a handful of rooms I wasn't able to explore in the RCPD, and I wonder if these are just for Claire's story. I never got the Heart key, though I was able to open all the Spade, Club, and Diamond doors.

While the game is very scary, I think I've only actually died once (maybe twice?) And I actually think that this is appropriate: again, horror lives in tension, and even if it's a negative outcome, dying releases some of that tension. Thus, the difficulty of the game feels less about fending off zombies (and other, nastier things) but more about figuring out where to go next and what to do.

The combat in RE4 is for sure more satisfying, but I think you could make a very solid argument that this is fine, because RE2 is trying to do something very different. Fittingly for a game from 1998, RE2 feels old-school.

I really like that the layout of the RCPD is not totally implausible but also a little absurd. And I like the way that the game uses the space. Our familiarity with its layout is one of the tools we develop in our arsenal.

Now, of course, I'm heading to the underground labs in the sewers. I wonder if this will have a similar feeling of let-down to RE4's move to the island after the excellence of the Village and Castle.

What's the Most Interesting Way to Play a Warlock (in D&D)?

 I've had Warlocks on the mind.

I think largely because the D&D character I'm playing currently (in theory our Wild Beyond the Witchlight game in which I'm playing a Rogue is just on hiatus, but it's been like three months) is a pretty classically heroic character (his biggest flaw is that he's naive - a kid just out of Wizard college, though he's now been adventuring for several months, or years in real-time) I've been drawn to the idea of the Warlock, to the idea of playing the morally questionable member of the party. Honestly, my Rogue was sort of meant to be that in Wild Beyond the Witchlight, though his was a bit more of a tragic "did bad things but meant well" kind of character, and being a prewritten adventure, that doesn't play so closely into the plot.

I actually played a Warlock of this very "token evil teammate" variety when I did an Adventurer's League version of Descent into Avernus (DM'd by a friend who got me to play a bit of AL). This character, Old Knox (not his real name) was an elderly Half Elf who acted like a friendly old grandfather (and was, actually, a grandfather, but was estranged from his family) who had spent most of his 160 years trying to make contact with an entity known as the Blade of the Silent City, an ambition that did get one of his former students killed after accidentally summoning a bunch of Shadowspawn.

The Undead patron hadn't yet been released, and wouldn't be AL legal anyway, so I was playing a Hexblade, but while Hexblade was built for going Pact of the Blade, I actually played him as a Blastlock - pretty much everything else about the subclass worked fine that way. But I wanted to play a kind of Shadowfell-associated necromancer character, which felt like a good fit for going to the Nine Hells without having my patron directly involved in events there (again, it was AL and a pre-written adventure, so no real expectation of his backstory getting involved in the campaign).

I enjoyed playing Old Knox a lot, and loved making other players at the table squirm while still playing him on the plausibly deniable side of True Neutral (I think it's important to think of alignments in uppercase and lowercase, and Knox's evil was lowercase - he was willing to do messed up things to get what he wanted, but wasn't intentionally cruel and didn't wish to spread suffering. Indeed, at the end of the campaign, he and the Bard made some very good persuasion rolls that gave us the best ending, in which Zariel abandons evil and becomes an angel again - Knox's argument was that her acts had done nothing to actually stem the tide of chaos, and had only invited more chaos into the cosmos).

Now, the title of this post is a question: what's the most interesting way to play a warlock?

That has two obvious meanings: how do we RP one, and how do we build one for fun gameplay?

RP is more nebulous: there are countless ways you could determine your character's backstory and the manner in which they interact with others. I do think it's important to consider that Warlocks are a Charisma-based class - you should consider how that is expressed.

It's a little tough: much of even the premise of the Warlock suggests something of a scholar of forbidden knowledge, which would seem to make Intelligence important for them. That being said, Bards are also collectors of stories and songs and such, though it's their performance of those things that determines how powerful their magic is.

For a Warlock, the obvious way to interpret their Charisma as their primary stat is the idea that they've talked their way into a deal with their otherworldly patron, and so a kind of slick, charming, silver-tongued character can make sense.

However, I think there's another way to think about Charisma, which actually lines up more with how I see it with Paladins: there's an iron will behind your words and actions. A Warlock might just be deeply serious, speaking with force. Perhaps this is just pushing Intimidation over Persuasion, but I think that conviction could be a major part of how you were able to siphon this power off of your patron.

My very first D&D character concept (which I've technically been able to play a handful of times) is a Great Old One Warlock whose mind is being made more and more alien the greater his connection to his patron grows. While I came up with the character in 2015 or so, I think the style of Great Old One that I really think fit well was the Board from Control (a video game I write about a lot here). Basically, Great Old One less in the gooey Lovecraftian manner and more in the Monoliths from 2001, sort of inorganic and questionably sentient variety.

Conrad, this character, is, like a lot of characters I gravitate toward, a pretty purely good character, but the danger of his connection with this eldritch world is what creates conflict for him. Old Knox went into his Warlock career with his eyes fully open, and Conrad probably doesn't even know that a Warlock is what he is.

Actually, there's another character I got to play only very briefly. Aldric is a Reborn Undead Warlock, and was basically an ambitious courtier whose court was massacred by a group of Fey, and he was bricked up in the basement of the palace like in A Casque of Amontillado. Aldric woke up maybe a century after this happened, contacted by the Grandmaster of an order of cursed knights who had, long before he did, been betrayed by the same fey court and were sealed in their chivalric order's tower. Basically an entire knightly order of death knights (though cursed to their state, at least as far as he knows, not by their own sins but by this betrayal - or at least that's the official story) serves as his patron. Aldric would have a courtly manner, and act very much as a representative of the Order, with a certain lawyerly professionalism and detachment.

And that brings us to mechanics:

Warlocks are pure spellcasters, but also not.

While a Wizard can build out their spellbook and figure out their spell preparations in extremely varied ways, a Warlock has to contend with the fact that, at the best of times, their spellcasting is limited.

Now, it's not that bad: as a 9th level Wizard, I have a single 5th level spell slot. An equivalent Warlock would have two, and would be able to get both back on a short rest, and one more slot with Magical Cunning each day.

It's certainly less than the 14 total spell slots that my Wizard has, but if you figure even a single short rest in there, you're getting 5 5th level spells a day. Having played a Warlock who got up to tier 3, I had 3 5th level slots at any given time, so on a similar day we're talking 8 5th level spell slots (though I was playing the 2014 version that didn't get Magical Cunning until 20) as well as a single casting of a 6th and 7th level spell. It's honestly not that terrible - you just have no "throwaway" spell slots, like how a Wizard at 9th level can be pretty cavalier with their 1st level slots.

This is going to be true regardless of what kind of Warlock you go with, so I think the big question is the following:

Blast or Blade?

Is that too reductive? I think you can build a Warlock around other options, in theory, but I just do not think that it's ever going to be as good. But also, let's weight Blade versus Blast.

By default, I think every Warlock is probably going to take Eldritch Blast. Even if you really want to focus on a Pact of the Blade build, it's such a great cantrip that will always give you a wonderful ranged option.

The question, then, that presents itself is: why go Bladelock?

Well, I will say that I think there's a better justification for it in the 2024 rules than there were in the 2014 rules, but it still requires a few other things to make it worth it. As I see it, the key advantages are that you get to use Martial weapons, and specifically you'll be able to get magic weapons.

Even then, it's a bit of an uphill climb:

If you have Eldritch Blast with the Agonizing Blast infusion (available as soon as level 2) you're nearly treating your cantrip like a weapon, and its cantrip progression is actually just as good (and in tier 4, better) than a Fighter's Extra Attack progression. With a d10 die, you're going to be doing the equivalent damage of a heavy reach weapon like a Halberd or a Heavy Crossbow (or Pistol, though with far better range).

While Thirsting Blade and Devouring Blade will function essentially like a Fighter's Extra Attack features at level 5 and 11 if you take them, Eldritch Blast gets this functionality automatically, and you get a fourth blast while there's no Invocation to give you a fourth Pact Blade attack at level 17.

Now, if you're using a weapon like a Maul, Greatsword, or Greataxe, you'll be able to outdamage Eldritch Blast. But these, as well as the d10 heavy reach weapons (Lances, Halberds, Glaives, and Pikes) all have the heavy property, which means that you'll need at least 13 Strength to wield them without disadvantage. You can, however, use a Versatile weapon that does 1d8/1d10 to get equivalent damage to an Eldritch Blast.

However, here's where you start to get some benefits: Magic Weapons.

Eldritch Blast, unless you can somehow boost your Charisma beyond 20, is never going to do more than 1d10+5 on a hit. Even with something like a Rod of the Pactkeeper, the rough Warlock equivalent of a +X weapon, the damage of your attacks isn't boosted (though the boost to your saving throw DC is very nice).

If we aren't trying to take our Strength to 13 or more, and we're sticking with something like a Longsword wielded with two hands, a +1 Longsword is going to do 1d10+6 when we have our Charisma maxed out, which does start to out-damage Eldritch Blast.

Much rarer, though, if you can get truly powerful weapons like a Vicious Weapon or Flame Tongue (both of which eschew the attack bonus in favor of adding 2d6 damage on every hit - which I think is almost always a better choice) could add up to a ton of damage, especially if you can get to level 11 and have three attacks per action.

But these are tough weapons to come by, and I think in most campaigns, you rarely get weapons that aren't just +X.

Is that worth it, though?

See, Eldritch Blast can be souped up with a lot of other invocations - Repelling Blast is, I think, one of the most powerful ones, and if you can dip into pre-2024 options, combining that with Grasp of Hadar will give you insane battlefield control (and if you or an ally can toss down a Spike Growth, you can do some nasty cheese-grater damage).

What, then, do we get for our pact blade other than marginally higher damage?

One thing I think was a missed opportunity in the 2024 PHB was that Pact of the Blade probably should have also let us use the weapon's Mastery property, which I think is akin to a lot of cantrip rider effects - Ray of Frost more or less has the Slow property, for example.

We can look at some invocations - again, I don't think Thirsting Blade or Devouring Blade really count because they're just letting the weapon keep up with Eldritch Blast/other Martials (though Warlocks I think are the only class other than Fighters and I guess Monks who can natively get three or more attacks in a round without dual-wielding). Eldritch Smite, interestingly, works like how Divine Smite used to work. Unlike the redesigned Divine Smite, Eldritch Smite still has no action required to use it. Its downside, of course, is that Warlocks' pact slots are precious. Divine and Eldritch Smite are good for big bursts of damage (especially if you wait for a crit to use it) but while a mid-to-high-level Paladin can be relatively cavalier with their low-level spell slots, a Warlock, as discussed before, cannot.

Lifedrinker is also a decent little damage boost and an opportunity to heal. It's actually way less powerful than the old version was (which let you just deal extra damage equal to your Charisma modifier) but given how Pact of the Blade has been redesigned, I understand the reason for the change.

But I do think that Pact of the Blade is going to require a fair investment in Invocations to get it all running.

There's also another problem: You're probably going to need to be in melee, and Warlocks are squishy.

The Hexblade subclass from Xanathar's Guide to Everything became the default choice for basically any melee-focused Warlock. In 2024, they did integrate its "use Charisma for your weapon" thing into Pact of the Blade itself, but what Bladelocks did not get was training in Medium Armor and Shields. As a Light Armor class that doesn't focus on dexterity, Warlocks tend to have pretty low ACs, which is less of a problem if you're built around not letting monsters get near you, though it's always good to have a higher AC if you can manage it.

While you can play that subclass still (there's probably going to be an update to it,) I sort of hate that it's still the one subclass that gives you medium armor training. One thing I think was a missed opportunity was to have an Eldritch Invocation that gave you Medium Armor training. Without that, Hexblades are still, arguably, the best subclass to pick if you're going to go with Pact of the Blade, even though some of its features are now redundant.

Now, there's a partial solution here: Take your first level as a Fighter.

This actually grants you a ton of things that the Pact of the Blade option is missing: weapon masteries, fighting styles, and better armor. And if you start off as a Fighter, you also get Constitution saving throw proficiencies, which will help with concentration (though you lose out on Wisdom saving throw proficiency).

I've actually conceived of that aforementioned Undead warlock as starting of Fighter - a plausible enough class for a courtier - so that he can lean into the more martial aesthetic of someone with an order of Death Knights as a patron.

It's just frustrating that this solves so many problems for the Bladelock that it feels almost mandatory. Notably, this will delay those extra attack features, so at least until level 5, I wouldn't take any more Fighter levels to ensure that you're at least getting two attacks and 3rd level spells by level 6.

Can we build a Bladelock that doesn't multiclass? Well, obviously we can, but we're going to have to deal with a few things: if we're just wearing armor, say Studded Leather (something that's cheap enough to get very early on,) we'll have 12+Dex for AC. It's certainly possible to start off with a +3 to Dex, but unless you're willing to truly dump Strength, Intelligence, and Wisdom, you're going to be paying a price in terms of Con, and even then, you're only going to have a 15 AC and probably not be able to raise it much unless you get some great magic armor (a real rarity) or at much higher levels take boosts to your Dex.

Another option, though, is to just accept the low AC and try to figure out ways to survive regardless of that fact. Armor of Agathys is a pretty good spell - it will punish foes for attacking you, which might be good enough to incentivize the DM to avoid hitting you. But also, its Temp HP will help with your survivability (and it scales pretty well through tier 2). Technically, you can even refresh it if you have an additional way to get Temp HP (an Undead Warlock probably wants to start off a fight with Form of Dread, but you could wait until Armor of Agathys is a little diminished).

You might even just consider taking Moderately Armored at some point (though we only have two feat levels by the end of tier 2, and so you're probably going to want to max out Charisma or at least take Charisma-enhancing feats).

One reason I still gravitate toward the Fighter dip at the start is also that you can pretty easily get 13 Strength and thus both wear Chain Mail (you'll need more for better heavy armor) and also wield heavy weapons, and also qualify for things like Great Weapon Master. We're probably leaving those options on the table if we're not going that route, though.

But let's take a step back: Our question is what version of a Warlock is actually most interesting to play?

Here's what I'll say for the Bladelock: you might fight with a number of different weapons over a campaign. Depending on the magic weapons your DM makes available, you might switch between a lot of different ones. Technically you can even use a ranged magic weapon - while the conjured weapons with Pact of the Blade only gives you a melee weapon, the invocation can let you bond with any magic weapon. Now, is a ranged magic weapon really that exciting when you could just use Eldritch Blast? Maybe not.

I do think the Heavy weapon challenge does wind up being a significant issue for the class - the fantasy, I think, is to be a more or less pure spellcaster who nevertheless can use some of the hardest-hitting weapons in the game, but you'll need to invest significantly in Strength to do so, which might be difficult.

Warlocks don't get Conjure Minor Elementals, but if you use Spirit Shroud (from Tasha's) you can get a somewhat less powerful effect, but there are some advantages, like the fact that it is only a bonus action to cast. When cast at 5th level, it'll add 2d8 radiant, necrotic, or cold damage (radiant's probably your safest bet) to each of your attacks. This will scale very nicely with both your extra attacks as well as Eldritch Blast. You need to be within 10 feet of the target (compared with 15 with CME) but if you're focusing on a melee blade build that won't be an issue.

So, we've been talking a lot about optimization, but what about fun?

That's obviously subjective. One advantage that a ranged build will always have is that you're likely to have the opportunity to make your attacks or otherwise do your thing on every turn of combat, without the need to run to get close enough to your target. Eldritch Blast has a very nice range - at 120 feet, it's going to be very rare that you're too far to hit them (Roll20's default map size is a 25x25 square grid, meaning from one end of the map to the other is 125 feet, meaning that if you and your target are on the map, they'll be within range (though if you actually use Euclidian distances, the diagonal will be longer - that's not the default for the game, though)).

Really, I think what it boils down to is how exciting you find weapons to be, and whether your DM is likely to give you interesting magic weapons.

Pact of the Blade feels really good for classes that are multiclassing into Warlock. It's available at a single-level dip, so if you're a Paladin, for example, you can put a level in Warlock and then focus on pumping Charisma to max, as everything will now scale with it.

Going the Blastlock route can work well with a straight-class build, and also plays nicely when multiclassing with other casters (Sorcerers being able to quicken Eldritch Blast, for example, are going to have a ton of attacks per turn).

I do think I'd probably base it a lot on my character concept. I've come up with a lot of Warlocks. I love the concept of a pseudo-Death Knight Undead Bladelock, but I think that my Great Old One Warlock, who is very much focused on the world beyond the familiar and mundane, makes a lot more sense as a Blastlock.

Monday, February 23, 2026

Under the Goddess Statue and... Still a Fair Amount of the RCPD To Explore

 I'm very late to the party - RE2 released in like 1998, when I was in 6th grade - but comparing it with the RE4 remake I just played through, boy is this a different kind of game.

It's interesting: RE4 famously oriented the game more toward action, and there are certainly arguments to be made that it's more of an action game than a survival horror game. You strip out the macabre aesthetic and gory body horror and you could argue that it's not all that dissimilar to an action game. Resources like ammo and healing items might be kind of scarce, but in most cases I was finding myself near running out and not actually running out.

In 4, you might be kind of expected to fight off and kill all the monsters.

Now, in fairness, I think this tended to be the case in the Silent Hill 2 remake, but in that game, it was super-rare you fought more than, like, three enemies at a time. In RE4, you will often be facing off against a dozen Ganados.

Now, we come to RE2 (remake).

In this, two zombies is a big problem. And if you try to kill them all, you're going to run on ammo. Instead, I've found that a good option is often to just shoot them in the head or knee and run past. On occasion, I've gotten lucky, and that single bullet to the dome takes out the zombie's head, which I think means they're permanently dead (bodies don't despawn, which is something that is probably easier to do when there's a pretty small and finite number of enemies in the game).

Given that there are still a lot of rooms left in the RCPD that I have yet to explore, and also that I haven't met Mr. X yet, I'm assuming I'm not done there (though I do wonder if Claire and Leon get to explore separate parts of the building). But I solved the first big meta-puzzle, getting all three of the medallions for the Goddess statue. I've encountered two Lickers, and aside from a move where I was able to stick a flashbang in its mouth to escape, I've basically tried not to engage as best I can.

Lieutenant Marvin Branagh is still alive, barely, but I have a feeling Leon's going to have to take him out when he turns into a zombie.

I will say, as horrifying as the Ganados' heads exploding with a big weird parasite thing, I think I'm finding the zombies more disturbing as monsters, because it's so clear that they were people. Strange, that, given how desensitized that we as a culture have become with zombies after the huge trend of zombie movies in the late aughts/early teens. But I always found zombie movies disturbing because you can only really find them "fun" if you turn off your empathy a bit.

Generally, I thus feel more scared here than I did in RE4, which is interesting.

I also think, structurally, the way the game encourages backtracking through rooms you've been through many times before is a fun bit of game design - opening doors and creating more routes through the wings of the building gives you a feeling of mastery over the environment. While enemies don't respawn, new ones sometimes pop up. I was going to dip into the Darkroom, where there's a typewriter to save, and turned a corner to find a zombified police officer standing, facing away from me. While this was one of those lucky one-hit headshots that caused the zombie's head to explode, it was still jarring, as that room had been a little safe haven while going around the west wing.

Unlike in 4, key items are stored in the inventory (you also have far less inventory space, though every item is the same size - I don't know when they introduced the inventory-tetris, maybe 4?) but they get a little red checkmark (at least in this remake) when you've opened every door that requires them. It still requires you to manually throw away these key items, which feels... painful. (RE4 remake let you sell key items once you'd used them up, which still felt weird, but because you couldn't sell them until you had gotten all use out of them, it was a way that the game kind of rewarded you for progressing past them).

It's interesting to see Leon in this game after playing 4. He's a nice, young rookie, and not yet the special-forces badass that he is at the start of 4. It lends to the sense of horror. He and Claire have had a couple of interactions, separated by locked doors and such. I'll be eager to see her version of the game and how it differs.

It is interesting to me comparing this with Silent Hill 2's remake. In SH2, you're also thrown into puzzle-box situations, usually with one major overarching puzzle that contains mini-puzzles. This feels more like that than like RE4 Remake. But while I will have to see what the rest of this game looks and feels like, it seems much more focused on the one location, whereas SH2 is a bit more linear - once you clear a "dungeon," you're not going to be able to go back to it.

Even if I never really played any survival horror as a kid (you could argue Bioshock was at least partially of that genre, though I didn't play that until I was out of college) there is a vibe and structure to this that does feel familiar. Again, I've compared it with Sierra adventure games like Space Quest and King's Quest, and I wouldn't be shocked if there are some early-90s adventure games with a similarly ghoulish aesthetic.