Not really recording, just keeping notes

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Some more bugs and observations I noticed today.
* Evelyn's Lair: I wonder what my PC will say using this device *goes lying on top of it* Nooooo! Genius

* Hmm, I recall a rat at Bellegar saying something about undead on the beach... but I can't find it? Or maybe misremember (don't really want to hunt down 3 rats to click to find the right one and the convo considering how annoying ratselection is).
* Was able to use Headvice on an invisible target, making him appear as a result as well. Intended?
* Fighting the Orcs or not in Evelyn's Hideout should probably become a team decision instead of the conversation holders sole option.
* As others also already said; the cultists have barely any HP (1300XP per cultist, for no effort), and the oil (slow) spams the combatlog. Also some of them have an icon with pink outline.
* The potioncases in Evelyn's Lair have no name.
* [This rat is in Evelyn's lab. With the orcs.] Probably not the intended text

* One of the Cultists used Purifying Flame on a Zombie to cure it from being poisoned 0_o
* Talking to Jake in poison; *grunt* *grunt* *grunt* *grunt* *grunt* *grunt* *grunt* very annoying (I turned off my speakers for this section).
* Jake; "In defiance of all this is natural and good" - this should be that
* Jake should probably run to the stairs to dissapear, instead of towards the dead end of a wall...
* Like the couches in the Hall of Heroes, the couch in Evelyn's lair doesn't heal.
* Jake claims to have returned to the graveyard, but if I arrive, he's not there.
* Talking to Cecil about the Fabolous Five after destroying the machine, there's some dialogue there that shouldn't be there (2 pre-quest lines before the proper 'barkeeper's suit' starts the proper conversation).
* Cecil's mighty staff; If keeping the staff the questentry has [] around it.
* If keeping the Staff you can offer it over and over and over for materalistic trait bonus points. Or offer to surrender it for spiritual (it wont give the staff away).
* Thelyron; Probably shouldn't mention the pouch line still if she's dead, just the other 2 (cult, still undead). And not have options to ask about the pouch or 'where did she run off to?' (after talking to some others in the city and returning, the options no longer appeared though)...
* Fabulous Five quest closes, but Arhu's Failed Expiriment remains open talking to Cecil. Not *quite* sure why they are 2 different quests in the first place?
* Like others have mentioned (but just to be thorough); You cannot re-enter the Sparkmaster cave from the exit.