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Space05us
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quote: Casters shouldn't faze you. Take your clarity potion to help with will saves and run in and, well, mash them. |
You must cheat or play on easy, as a fighter I had to frequently reload because I got pwnd by magic users. Then again I never used the clarity potion, never seen one before. (may have overlooked it, I used to think bless and aide added +1 to all saving throws alas I was wrong.)
edit: Just in case Jamski reads this. YOURE A FOOL! hahahaa. check the ED&D char creation thread. 
edit2: I never used the henchmen they're a waste of exp. Any locked doors can be bashed and none of the traps are deadly.
edit3: and from my experience in the original campaign they die too easily and are too high maintnance, constantly requiring attending to. Same reason I go lone wolf in Fallout, I hate babysitting.
Last edited by Space05us on 25-03-2005 at 17:51
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DrSpike
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Enthusiastic member of Apolyton
Sep 2001 time: 05:27
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It is tougher (though doable) alone with a fighter, that's why the high save chars (Paladin and Monk) are great soloists. If you want to solo roll one of those, and if so we can talk builds.
Persisting with the fighter you need to get the items and potions right. Most mages you can invis in and kill them (with the greatsword high strength I advocated earlier) almost instantaneously. Haste (pre boots), clarity potions, bulls strength potions, bless, aid, and fox's cunning for Wisdom (+1 to will save) are all good.
For items you can switch a will save amulet in for natural armour, and just take a barskin potion, which doesn't stack with natural armour AC boosts. Use the magic defences ring for Spell Resistance - this is very important.
For feats knockdown is good against spellcasters (you can even open with this, especially when improved) as they have poor discpline. Make sure to take greatsword focus and specialization feats, and dodge and mobility.
Even on hard it's very doable if you play right. 
In conclusion, pwned. 
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Space05us
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What does PRC stand for?
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Dis
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Las Vegas, Nevada
Feb 2000 time: 21:27
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quote: Originally posted by DaShi
I just discovered that Winrar does a better job of compressing my mod, such that it can now pass the forum's oppressive file size limits.
If you're interested in playing, a few things to note:
-you will need the CEP to play.
-it's a rogue-only mod. I don't know how other classes will fair, but it's simply not designed for them. You will have an opportunity to choose a subclass, though.
-it's far from finished. The part you can play here is aout 1/7 of the whole thing. Currently, I'm working on the events immediately after this part, which is mostly dialog. Since I've been working on this on and off for about a year, you should get a pretty good idea about my pace. It should be finished by 3000. 
-given that, a few features have yet to be implemented but you'll see them as you play: -journal, experience stones, in-game manual, treasure system (sorry, it's complicated and I haven't designed the treasure yet), and henchman command dialog (Trent will use deekin's dialog, but it works). There are others, but they don't apply to this part, and I'm too lazy to delete all the scripts and blueprints to make the file smaller.
-an important feature that is implemented, if not perfected is the sublcasses. The most important thing to note is that some skills require training (at least one point added during creation or lvl up) in order to recieve bonuses. Fighter subclasses don't need to worry. Mage subclasses should train in use magical device, concentration, and spell whatever. The enhanced rogue subclass may want to take advantage of pickpocketing (traps to set haven't been added to the game yet), it could be useful in at least one part.
-the farthest you can travel is to the sewers. Beyond that requires a hakpack. However, I'm sure that you will find the quest there challenging enough for a lvl 2 rogue (I usually play it solo as henchmen become optional at this point).
I'd like to know your general impressions. These areas are pretty much finished except for what is mentioned above, let me know any bugs you find, anything you like or don't like, and anything that you feel could be done differently or better. Thanks.
Enjoy! |
I'll give it a whirl. Probably tonight, as I have to go to work in a couple of hours.
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DaShi
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The Taste of Japan
Sep 2000 time: 05:27
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quote: Originally posted by DrSpike
It is tougher (though doable) alone with a fighter, that's why the high save chars (Paladin and Monk) are great soloists. If you want to solo roll one of those, and if so we can talk builds.
Persisting with the fighter you need to get the items and potions right. Most mages you can invis in and kill them (with the greatsword high strength I advocated earlier) almost instantaneously. Haste (pre boots), clarity potions, bulls strength potions, bless, aid, and fox's cunning for Wisdom (+1 to will save) are all good.
For items you can switch a will save amulet in for natural armour, and just take a barskin potion, which doesn't stack with natural armour AC boosts. Use the magic defences ring for Spell Resistance - this is very important.
For feats knockdown is good against spellcasters (you can even open with this, especially when improved) as they have poor discpline. Make sure to take greatsword focus and specialization feats, and dodge and mobility.
Even on hard it's very doable if you play right. 
In conclusion, pwned. |
I've been replaying the campaigns on and off now (since for some reason they didn't unlock the last time I went through) with a halfling monk, and she kicks ass. She's nearly untouchable at epic levels.
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All times are GMT. The time now is 05:27. Apolyton Time is 00:27. |
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