Powerslave
My playthrough of Powerslave continues. In fact, it's actually pretty close to the end. I've collected all of the weapons and artifacts that I need, I have found all of the ankhs that increase my maximum health, and I am currently missing one item to successfully build a transmitter required for the game's Good ending. I'm also clearing out levels on the way to the final boss. However, there are some secrets I am still going back for. Apparently there were special dolls representing the developers hidden in the game. While the original console releases have 23 dolls, the Nightdive remaster increased this number to 31. I have 8 currently, so I have a ways to go. I'm also not sure if I can go back once I beat the game, so I'm definitely focusing more on collecting the dolls right now than actual forward progress.
But I know what you really want...
Wizardry: Proving Grounds of the Mad Overlord
I haven't had to give up on anyone yet, so Ack, Popo, Pidge, Maru, Note, and Key are still alive. I have fully explored floor 1 of the dungeon and headed down to floor 2, where my explorations have netted me sculptures I will likely need further down the dungeon. Now I'm focusing on gathering information on enemies and grinding. My party ranges around levels 6-7, though there has been a change: Popo has changed jobs, from Fighter to Samurai.
Job changes can do some interesting things in Wizardry I. They reset your attributes and lower your level back down to 1, but you keep the max HP you had earned from your previous job. If you had the ability to cast spells and learned them, you also keep those, though you likely won't be able to cast as many. While Fighters don't learn spells, Samurai do manage to get Mage spells, and even with the reset, gear was kept, so Popo has managed to get back up in levels relatively quickly. However, due to the weird way in which Wizardry handles HP rolls, he's seen limited HP growth in the meantime; hopefully he's due for a jump soon.
Unfortunately, battlefield realities and spell knowledge may require a party org change soon. As wonderful as Pidge is as a frontline fighter (and with a ridiculous amount of tanky HP to back it up), the real threat from Floor 2 to my party is status effects (specifically Poison and Paralysis), and Pidge is the only one with the spells to counter those status effects. Note, as a Bishop, has not yet learned how to cure any status effects. While Note's HP is not as high as Pidge's, he can wear the same armor and wield the same weapons, so I'm thinking I should swap the two for the time being. I'd love to keep Pidge on the frontline, but Paralysis is the major threat right now and expensive to heal, and Pidge is ALWAYS the first person the enemies successfully target with it (Ack being the favorite second target, so don't feel bad, Pidge). I need to do the swap to make the grind easier until hopefully Note learns the right spells or other options for healing status effects open up.
Admittedly it wouldn't be quite so bad if it wasn't so expensive to treat back in town, but I could use that money to purchase some of the +1 gear options available, just to make the team that much better defensively. Every little edge helps here.