The Path to Power
Part 1: A Critical Path
Disclaimer: This guide’s purpose is to clearly lead in an entertaining fashion through the fastest route to power in Stormreach. If you’re new to Stormreach, crave a high-level character expediently and you don’t want to take time to smell the roses, continue reading. If you’re a veteran and have always wondered if there was a quicker way to achieve the goal of levelling, continue reading. All others, I bid you hastened harkening and a swift sunrise in your wanderings – your day will come.
So, you’ve come to Stormreach on a leaky boat after a brief tutorial. The tavern keeper at The Wavecrest Tavern was less-than-competent in keeping stock of his own ale and sent you sprawling in the dark passages beneath his charge, only to find out he has unwittingly been the benefactor of the attempted birth of a new evil cult. Sigmun Bauerson quickly ushers you out to his door and into the arms of a Lord Gerald Goodblade, to whom you quickly enlist your services and fledgling skills in a series of three trials. A paltry reward later, there is nothing but an ornamental sword for show with as much magic as your old grandmother’s corpse, may Tymora rest her soul. It’s time to find a quicker route than working for these tomfoolery hooligans.
The first goal before you go any further is reach level two! You’re nothing without more hit points, and that’s a fact as you’re nothing with no hit points. Do you recall working for Lord Goodblade? Recovering those lost scrolls sure was easy, right? Right! So ask him for more work already! Goodblade has a long clientele and easily forgets who has already worked for him. Be sure to request his job to Search for the Rare Scrolls because it was easy and the hardest part was the puzzle – and that only took you a minute or two to figure out, right on! Wait, you had trouble with that? Someone helped you? Ok, be sure to make the light path flow from each of the four corners. Rotate the blocks until the light paths connect to all four corners.
Hold on! You don’t know how to repeat just one quest out of the Goodblade series? That’s easy! Open up your quest journal and select The Harbor tab on the left. You should see the quest you’re doing, Search for the Rare Scrolls. What you need to do is select it after it’s listed as COMPLETED (you did finish it on hard, right?) and scroll to the bottom of the description. There is an Abandon Quest option. Abandon it! This will let Lord Goodblade have a fit of amnesia and he’ll request that you go Search for the Rare Scrolls again if you speak to him. Outstanding! So keep running this quest and grab friends – on hard and elite the enemies become stronger with more hit points and better to-hit-your-armor-class (THACO), and that slime behind the wall when you pick up the key is going to hurt you pretty easily. Ranging the slime will save your weapons the slime damage. If you can’t, buy lots of wooden clubs from Three-Fingered Thad. These clubs can be tossed every time they break when clubbing the slimes, but be careful! After your third run you should be able to open the elite difficulty, and the slime will have become a Challenge Rating of CR6, and that’s a lot of attacking power against a level 1 like yourself.
Tips: These are the fundamental skills and knowledge required in order to maximize your XP versus Time throughout The Critical Path.
#1 Reaching Elite: Ask someone to let you in on Elite by joining your group and leaving after one of your party members is inside. Even a level 14 character can do this without disrupting your XP flow – all they have to do is join your group and stay outside the quest while someone from your party enters the quest. Then they can leave and the quest is open on elite. Continue to run this quest until you can’t get XP anymore. If you skipped normal or hard, go back and run them now – the xp will reset to +25% and full xp due to the new difficulty level. This only works the first time for each difficulty level!
#2 Your LFM’s goals: Your group’s goals should be achieved as quickly as possible, and therefore you should try to rally other new players or at least players in your level range to your group. If you have to use the LFM to gather yourself a party, be sure to list your goal as “Fast XP, multiple runs until quest is ransacked of XP.” This will give you a good advertisement for the type of players you want to join your group.
#3 One Swing To Rue Them All: You may or not may have encountered the rare ooze spawn named Muck, but the ONLY absolute must-have weapon, Muckbane, is in The Den of the Kobold Brothers, which is also known as Durk’s Got A Secret. In order to run this quest again, collect your reward and restart the quest with Durk at The Leaky Dinghy. If you have a full party, break into 3 sets of two player parties. Each group should go into the instance on normal and dispatch the initial sets of kobolds. Don’t do optionals at all! Beat the slimes/oozes along the way and clear the kobolds to the left when you come to the T-fork and can go left or right. Head left and you’ll come to a turnbuckle valve and door on the left past a group of kobolds. Open it and kill the kobolds and chieftain here. Collect the chest and turn the turnbuckle valve near that chest. A passage opens up – and in that passage is a possible spawn of Muck and his chest! Run back to the T-Fork and head down the right passage, clearing the kobolds along the way. Don’t go right and if you do, be careful – that fire trap is still there! Instead run straight to the door that should now be opened. If Slay Muck appears as an objective at the door, then you don’t need to do anything else except step through the door, look left at the chest and advance to kill its guardian, Muck! He’s a tough slime so let the warriors beat on him.
At this point each group should state whether they found Muck to the main-party leader (the guy leading before you broke up into 3 separate parties). If more than one group found Muck, one person from each group remains in the quest at the chest (once all monsters in the area are dispatched) and the rest recall out and leave party. These recalled players join ONE party leader inside the instance and re-enter for a shot to pull the glorious weapon, Muckbane. Once everyone is inside, they can open the chest (you did keep it closed for now, right? – or else this trick doesn’t work!) and see if anyone gets a Muckbane. Now the entire party leaves the quest and invites one of the other original party members that are currently waiting by another Muck chest. Once he or she is in the group, the party can enter The Den of the Kobold Brothers again and run to a NEW Muck chest to see if anymore Muckbanes can be acquired! This is a great trick and can be maximized for up to 15 possible Muckbanes per run if each party of two encounters a Muck spawn.
#4 Skip Everything: You may have noticed that you’re missing a lot of optionals that are worth some xp. SKIP THEM! The less time you spend in the dungeon, the more time you have to get into a new dungeon and finish it. If you can find a shortcut in a dungeon that avoids fighting, do it! A critical shortcut is in The Bonebite Hideout. This shortcut involves skipping several fights and on elite that’s a lot of hit points you won’t have to worry about losing. Running forward to the first intersection, do not go right. Run straight and jump on top of the crates instead of smashing them. Use them to climb over the larger permanent crates ahead of you. If you’re a warrior in full plate and can’t make the jump, take the full plate off – armor impedes many abilities, including jumping! A jump spell or potion can also assist. Jumping is often the one way you can shave a lot of time off many-a-quest – never disregard this as impossible unless the rogue or ranger cannot jump the obstacle. This tip goes hand-in-hand with Zerging, or being a Zerger, to Zerg -- the act of running fullspeed into the thick of things and continuing your path as fast as possible.
#5 Time is of the Essence: Many quests go slower on harder settings. If you notice this happens in a quest, revert to the fastest difficulty level you can handle at a reasonable rate. Do not sacrifice a half hour or hour for an extra 2,000 xp. Simply run the quest again (and again) and skim the lost top xp. Many state if you're not achieving 200 xp/minute, you're running too slow.
#6 Quest Rewards: Many of the quests listed below are quest-chains or multi-part adventures. There is typically an end reward given by the original bestowing NPC upon successful completion or a series of possible chests protected by named guardians, and these randomly-distributed rewards are often very good! A few must-haves are listed below: Water Works (WW), The Halls of Shan-to-Kor (STK), The Catacombs (CC), Tangleroot (TR).
Quest Rewards Notice: Dragon.Star's Definitive Static Rewards and Unique Loot is an updated expansive source of quest rewards and loot for further ganderings during some down time from the rush to level.
- Acrobat’s Ring – A very useful utility ring reward from The Waterworks’ Guard Tember (WW).
- Melt Wood Staff – A decent staff that casts melf's acid arrow 3x/day (WW).
- Black Widow Bracers – All fleshling wizards should strive to obtain these early on (WW).
- Puzzle Cap – A wizard’s item +2 Int from The Halls of Shan-to-Kor (STK).
- Krugg's Spiked Boots - A good set of boots to increase speed with +2 reflex bonus and +10% striding (STK).
- Scorpion Staff – A staff that casts level 2 summoning spells 1x a day (STK).
- Trapblast Goggles – Anyone can benefit from +4 saves to reflex (STK).
- Ring of Feathers - A permenant feather fall item occasionally found in the end chest of part three of STK.
- Beserker Bracers - A set of bracers with damage reduction (DR) 1/- and +3 Intimidation end reward (STK).
- Spiked Mace of the Elements - A +1 morningstar with Lesser Elemental Bane (STK).
- Blade of Inquisition - A +1 Silver Longsword with Ghost Touch end reward (CC).
- Dagger of Inquisition - A +1 Silver Dagger with Ghost Touch end reward (CC).
- Wooden Prayer Beads - A trinket that casts Bless 3x/rest (CC).
- Black Wolfskin Belt – A useful +3 constitution item from Tangleroot (TR).
- Black Wolfskin Cloak – A +2 resistance item (TR).
- Blademaster Bracers – Bracers with a +3 dexterity bonus (TR).
- Blademaster Gauntlets – A fighter’s must-have set of gauntlets with +3 strength (TR).
- Crimson Gemstone – A trinket that casts wizardry II to increase caster spell points (TR).
- Totemic Staff of Splinterskull - A +1 Quarterstaff with Summon Monster III 3x/rest (TR).
- Visor of the Flesh Render Guards - A set of goggles that casts Death Ward 1x/rest (TR).
#7 Clickies: Many items and weapons or armor have abilities with charges. These items must be worn and then “clicked” on again to activate the ability. Loading these items to the hotkey bars are the typical way of activation via clicking the hotkeys or mousing over them. These items are called “clickies,” and are an essential to zerging on your critical path. A quick list of the most-important clickie abilities for these levels is as follows:
Clickies Notice: Aranticus' Clickies, The Route to Self Sufficiency is an excellent source for future inquiries about all clickies you may encounter.
- Expeditious Retreat - Moving Faster means leaving monsters in the dust and completing quests in record times for more xp per hour.
- Charm – If someone is fighting for you, you won’t have to fight and can continue running by on most quests!
- Hypnotism – A “stunning” spell that leaves enemies helpless until damaged or it wears off. Run!
- Fear – Most enemies will run away from you when this clickie is used.
- Detect Secret -- Don’t have a rogue in the group? This will open secret doors that are required in quests like The Catacombs.
- Summon Monster/Animal – Another expendable fighter and kamikaze to assist in zerging and running.
- Jump – The definitive spell for those who want to avoid enemies – run and jump over them! Combine with a haste potion, sprint boost or expeditious retreat to clear enemy threats and never look back.
- Feather Fall – Falling without this hurts all but the best tumblers. A necessary item.
Objectives:
To expedite your Path to Power, let’s assemble a list of objectives. Here are your objectives and estimated time to completion of what you should be able to achieve in a day of 4 to 10 hours depending on your luck with assembling a like-minded party.
Level 1
The Introduction – Euphonia’s Challenge
NPC: Euphonia Teles
Quest Location: Rook's Gambit
Base XP: 1500
Difficulty: Solo
Time of Completion: Zerging 2-3 minutes. Learning 7-10 minutes.
Notes: This quest can now be bypassed. Grab the letter from Trader Skipp and head to Stormreach. Once inside The Wavecrest Tavern, go ahead and give the letter to Trevia for the full 1500 xp you would normally receive bu completing Euphonia's Challenge. This is recommended for those who have completed Euphonia's Challenge at least once.
The Wavecrest Tavern – Sully’s Grog: Taking Stock
NPC: Sigmun Bauerson, Tavernkeep
Quest Location: The Wavecrest Tavern
Difficulty: Solo
Time to Completion: Zerging, 1 minute. Learning, 2 minutes.
The Wavecrest Tavern – An Ancient Evil: Thwarting the Threat
NPC: Brother Augustus
Quest Location: The Wavecrest Tavern
Difficulty: Solo
Time to Completion: Zerging, 3 minutes. Learning, 7 minutes.
The Harbor – Lord Goodblade’s Search for the Rare Scrolls
NPC: Lord Gerald Goodblade
Quest Location: Harbormaster's Warehouse
Difficulty: Normal
Time to Completion: Zerging, 3 minutes. Learning, 7-10 minutes.
The Harbor – Lord Goodblade’s Quest for the Ancient Daggers
NPC: Lord Gerald Goodblade
Quest Location: Crypt of the Guard
Difficulty: Normal
Time to Completion: Zerging, 3 minutes. Learning, 7-10 minutes.
Notes: If you're good at dodging and tumbling away, you can kite every skeleton through the acid trap instead of going toe-to-toe, including the end boss for extra xp. Then disable the trap (if you have a rogue).
The Harbor – Lord Goodblade’s Steal the Healing Elixir
NPC: Lord Gerald Goodblade
Quest Location: Alchemist's Laboratory
Difficulty: Normal
Time to Completion: Zerging, 4 minutes. Learning, 8-12 minutes.
The Harbor – Survive the Low Road
NPC: Guard Heorogar
Quest Location: The Low Road
Difficulty: Normal
Time to Completion: Zerging, 4 minutes. Learning 8-12 minutes.
Note: Return to Recover The Missing Scrolls and repeat this quest. Move to Hard and if your party can handle it, elite. Run this quest 7 to 10 times. If the XP begins to drop too much, move forward to The Low Road again and run it on Hard. Be wary of the shaman at the end – he now casts some nasty spells. Zerge him enforce with your group, warriors in the lead.
Level 2.
The Leaky Dinghy – Durk’s Got a Secret
NPC: Durk the Deranged
Quest Location: Harbormaster's Plaza, Den of the Kobold Brothers
Difficulty: Normal.
Time to Completion: Zerging, 3 minutes. Learning 8-12 minutes.
Notes: See Tip #3 for most-effective strategy to acquire Muckbanes.
The Wayward Lobster – Information is Key
NPC: Shir Clowenks d’Phiarlan
Quest Location: Warehouse District, Osgood's Basement near The Wayward Lobster
Difficulty: Normal to Elite as quickly as possible.
Time to Completion: Zerging, 5 minutes. Learning, 9-12 minutes.
Notes: Use ranged weapons on slimes on elite to avoid damage to weapons, or muckbanes on warriors that can go toe-to-toe. Designate the rogue or ranger in the group to break boxes along the way for the extra ransack bonus. Use the pipes near the end to perch and fire as casters, etc if your party is weak on melee toe-to-toe capability.
Level 3
The Harbormaster’s Plaza – The Kobolds’ New Ringleader
NPC: Guard Jung
Quest Location: Warehouse District, Bonebite Hideout across from The Wayward Lobster
Difficulty: Normal to Elite as quickly as possible.
Time to Completion: Zerging, 4-7 minutes. Learning 10-16 minutes.
Notes: Do not break the boxes in the beginning. Use them to jump over the large unbreakable boxes and cut your time in half! If you cannot go toe-to-toe with the ogre at the end, set your party on top of the catwalk to the right of the doorway. Open the door, run up to the catwalk with them and kill the Kobold that follows. The ogre will trigger and advance with kobolds. The kobolds can climb up, the ogre cannot. Kill the kobolds in single file. Perch on top to slay the one-hit-wonder ogre with spells and throwing weapons whilst ducking in and out of his own ranged attacks (hug the wall, he usually cannot hit you!) Be sure to have opened the resurrection shrine at the far end of the hall to resurrect in case of an unfortunate death.
The Marketplace – The Sunken Sewer
NPC: Aurla Courson
Quest Location: The Sunken Sewer near The Rusty Nail and STK located in The Marketplace
Difficulty: Normal to Elite as quickly as possible.
Time to Completion: Zerging, 1 minute. Learning 4-9 minutes.
Notes: Go right and skip optionals. Dive into the water at the end of the path. Memorize Knock or have a rogue (this is the only way to do this quest in 1 minute).
The Waterworks – The Kobold’s Den: Clan Gnashtooth
NPC: Guard Tember
Quest Location: The Waterworks, Clan Gnashtooth Lair
Difficulty: Normal to Elite as quicky as possible.
Time to Completion: Zerging, 5 minutes. Learning 11-19 minutes.
Notes: Mind the first acid trap. If you have fire resist, use the fire trap to slay at least one group of kobolds by expeditiously retreating to the right, grabbing the kobolds (and the ones behind the door if possible) and running them back into the fire trap intersection. Grab the chest key -- it moves either to the spider room or the sleeping kobold room. Open the locked door to the left passage at the interesection. Grab the other key, slay the guards and talk to Chief Eechik. Finish up quickly and avoid the spiders in the left passage of the T-intersection.
The Waterworks – The Kobold’s Den: Rescuing Arlos
NPC: Guard Tember
Quest Location: The Waterworks, Clan Gnashtooth Prison
Difficulty: Normal to Elite as quickly as possible.
Time to Completion: Zerging, 7 minutes. Learning 15-25 minutes.
Notes: People get careless here. Mind the spiked trap and kobolds to the near-immediate left. Disabling isn't a requirement. Clear the left first, then the lower bottom of the drawbridge directly ahead of the starting location. Double-back and clear the right. There are several ambushes in Gnashtooth Prison, so be wary! Finally find Arlos and get out as fast as possible with your party at the entrance.
The Waterworks – Venn’s Trail: Clan Tunnelworm
NPC: Guard Tember
Quest Location: The Waterworks entered from The Harbor's dockside
Difficulty: Normal to Elite as quickly as possible.
Time to Completion: Zerging, 7 minutes. Learning 16-30 minutes.
Notes: Muckbanes initially equipped or ranged weapons for slimes. Open the door at the end of this passage, dispatch all critters, and flip the levers. Send someone with acid resist and/or reflex save and healing capability to the left tunnel to flip the levers at the end -- don't fight the slimes, just run! The rest of the party heads down the right passage, dispatching all kobolds in the way and running the stairs up to flip a lever. Run down the opened passage and take out the critters at the bend. Flip 2 levers (there ARE 2 here) and rondezvous in the center. Drop down in stealth to avoid agro, waterbreathing items equipped. Gather and zerg the rest, flipping the lever and advancing to the end. Fight from the door for safety if required until most kobolds ard dispatched.
The Waterworks – Venn’s Trail: Venn’s Fate
NPC: Guard Tember
Quest Location: The Waterworks entered from The Harbor's dockside
Difficulty: Normal to Elite as quickly as possible.
Time to Completion: Zerging, 6 minutes. Learning 13-25 minutes.
Notes: Keep the party together. Move together quickly, looking in all gated cells for Venn's body. Defeat the final boss and get out. Avoid the ogres on elite unless you're confident your party can handle it. Beware the blade trap in the wolf room as well.
Level 4
The Cloven-jaw Scourge: Blockade
NPC: Aurla Courson
Quest Location: The Steam Tunnels entered from The Marketplace near The Rusty Nail
Difficulty: Normal. This series is not worth proceeding onto elite at this level. Come back at level 14 for favor.
Time to Completion: Zerging, 8 minutes. Learning 17-33 minutes. Skip the optionals!
Notes: There are some undead here including an arcane -- halt undead or command undead helps! Mind the puzzle (don't touch the lighted path to the cornerstones or you'll trigger spider spawns). Blaze through to the end and be ready for a burly hobgoblin end-boss on the bridge. Advance to part two!
The Cloven-jaw Scourge: Caverns of Shaagh
NPC: Aurla Courson
Quest Locaton: The Steam Tunnels entered from The Marketplace near The Rusty Nail
Difficulty: Normal.
Time to Completion: Zerging, 8 minutes. Learning 17-33 minutes. Skip the optionals!
Notes: The beginning fights can be avoided by dropping down the ledge instead of crossing the bridges! Move through this one together. Avoid unnecessary fights. Move as quickly as possible. If a level five caster is in the group, haste and web are the best possible spells with extend metamagic feat. Advance to part three!
The Hall of Shan-to-Kor
NPC: Aurla Courson
Quest Location: The Steam Tunnels entered from The Marketplace near The Rusty Nail
Difficulty: Normal.
Time to Completion: Zerging, 10 minutes. Learning 19-35 minutes. Skip the optionals!
Notes: An immediate assault occurs on load. Take out the harassers. Move together and beware of the multitude of traps. Hug the left walls in large straight-away halls. At the first shrine an acid trap is directly ahead -- use resists or disable! Buff a warrior for the fire trap and they will run to the left advance up and around past the acid trap. All others should move to the right. Once the way is open, contine onward. Another fire trapped bridge will eventually show -- run the ledge for the chest and drop down with careful timing. A fire room and bladed room is near the end. Fire resists and reflex saves are your friend. The spikes can be disabled by a rogue -- 2 trap boxes, 1 to the left and 1 to the right of the far side through the flames. Running straight through will generally score victory if hastened with fire resistance. Stop on the other side -- a minotaur is ahead. Advance with the group and dispatch. Clear the way, head back to the shrine and rest, then advance to the end drop -- a brute giant! Gathering in the corner with warriors in front and wizards Magic Missiling is a favored tactic, but a level 4-5 wiz/sorc can maximize a shocking grasp or chill touch and slay the fella in about 4-5 castings just as easily.
House Phiarlan – Tangleroot: Assault on Splinterskull
NPC: Chief Ungurz
Quest Location: The One-Eared Bugbear Tavern travelled to from House Phiarlan
Difficulty: Normal to Elite as quickly as possible. Haste is a must when casters reach level 5.
Time to Completion: Zerging, every section should require 7 minutes or less in the first 5 sections. The last sections will require more time to run to through the first section. Learning, 10-15 minutes each. Skip the optionals!!!
Notes: Run fast! Run hard! Pay attention! Don't fight Whisperdoom! Don't stray from your party. You will succeed. Luring Whisperdoom with 1 fast runner when you're required to break her eggs is key. Recall out afterwards. Hopefully your runner can outrun her too and recall out after a goodly long run (or run back to the entrance and walk out!)
Level 5
The Depths of Darkness, Despair, Discord and Doom of House Deneith
NPC: 4 NPCs in The Hammersmith’s Inn sitting at a rectangular table. Giggs Elorreathi (Darkness), Neville Stormhammer (Despair), Scholes of Vedykar (Discord), and Keane d'Deneith (Doom).
Quest Location: The Hammersmith's Inn in House Deneith, left of entrance from Marketplace.
Difficulty: Normal to Elite.
Time to Completion: Zerging, 8 minutes. Learning 16-20 minutes each.
Notes: These quests are rather quick. There are lots of undead involved, as well as some shades or ghosts. Move quickly as a group and you should have no problem with these quests.
The Catacombs: The Marketplace - The Soulgate
NPC: Friar Renau
Location: Soulgate, The Catacombs. The Sanctuary (pt 1/2), Library Archives (pt 3), The Dryden Family Tomb (pt 4), Lower Cathedral (pt 5/6), Eastern Catacombs (pt 7) Dryden's Chamber (The Archbishop's Fate, End Game).
Difficulty: Normal to Elite. Skip unnecessary optionals! Halt Undead/Charm Undead a Must.
Time to Completion: Zerging, 1-3 minutes for first 3 sections. 8 minutes for last 4 sections. 1 minute for final section. Learning, 4-9 minutes per section. 16-24 minutes for last 4 sections. 1 minute for final section.
Notes: In The Dryden Family Tomb you should halt everything and unlock all the other chambers, then grab the key and unlock the inner chambers with a quick kill in the central tomb and exit. A high-speed tank can do this in lieu of a halt-casting wiz/sorc. In The Lower Catacombs, when the party is at the bottom of the catacombs and about to open the gated doorway, if you can, summon a creature or two. Marguerite will appear and likely attack the conjured creatures first. Run up the center and exit as quickly as possible. Haste as needed while throwing levers to open doors.
Stormcleave
NPC: Alciana d’Deneith
Quest Location: The Anvilfire Inn in House Deneith
Difficulty: Normal. If you have a tweaked group, hard. If your group is twinked out and ridiculously knowledgeable, this one can be done on elite with level five or six characters. Run this quest into the ground and advance to level 6 or beyond.
Time to Completion: Zerging 14 minutes. Learning or Max XP, 25-45 minutes. With wiping 1 hour 15 minutes or more.
Notes: Hard or Elite runs can be saved in lieu of higher levels. This quest has lots of optionals. Run to the right and continue onward. Avoid the first cave unless you are looking for the named. The second cave near the undead has a shrine that can be useful to switch out spells, etc. A good caster on haste with blur and a firewall or two up can take out the named minotaur at the last rune sigil without cheapening the experience. A tank shieldblocking and intimidating can achieve the same effect while others attack from the sides. For the end-boss, be sure to have the shard that unlocks the earth elemental at the far back right of the four wards. Clear the unnamed giants first and try not to agro the named. Run in and unlock the earth elemental ward quickly, then slay it while one person grabs the named giant's agro. Defeating the earth elemental removes his damage reduction. Next, have your casters unleash hell in the highest non-fire damage spells they know. A maximized (level 5+ shocking grasp or chill touch) first level spell can yield 80-120 pts of damage on average and take him out in 5-7 castings, even with his fast regeneration still active (requires the fire shard to open the fire ward far back left ward, and then slay fire mephits to remove his regenerative abilities -- which usually is way too much of a bother though!).