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> Talking about the first time..., Some questions regarding compatibilities and such
Arkain
post May 8 2007, 03:35 PM
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From: Germany




Greetings!

First of all: Hey there, I am new. And happy to have joined the BWL rather than limiting myself to just reading biggrin.gif

...

Ok, now what was my thread about? Ah, right.
I was just thinking about starting a new game, as I finished my M/C. Fun wink.gif. This time I am going to try a F/M/C and as Improved Anvil v4+ requires a new game anyway I could try it as well. Difficult battles and stuff.
Now the problem I have is to decide which things to uninstall from my mod-list, mostly concerning battles, as follows:

Saerileth: Now, do I have to uninstallt it to have no problems or do I have to not have her in my group at all? Though it might be a doubtable question why I should keep a NPC mod if I can't use the NPC biggrin.gif. I rather like her though...

Tactics: Is there anything I can keep? Like "The Ritual" or the F/I in the docks? Or may one of the contents cause problems?

Ascension: Now I *can* leave Demogorgon and the core component (the final battle, that is) untouched but have to uninstall the tougher bhaalspawn, correct?

Kiara and Zaya: First of all it includes some battles in the mod (at least one which needs to be fought and one encounter which can be installed seperately) and more important there is a component for a harder Suldanessalar, consisting of tougher monsters (like mariliths and such instead of... whatever lurked around before). There is a tougher Irenicus at the tree of life component as well. Problems?

Ease of Use: Nothing about compatibility but rather about the readme: "- Wear Magical Armor AND Magic Rings (Recommended)" I always considered this some sort of cheat, or at least cheesy. Care to tell me why it's recommended?

Planar Sphere mod: Well, it's some expanded mage stronghold. IA seems to add some content to this stronghold as well... may there be problems? I guess if so it would be the best way to do the "normal" PS stuff first and do the PS mod content afterwards, correct? Are the new quests (or whatever) avaiable before the regular routine (the disciples, the fanatics... is there anything else?) is finished?

I guess the rest won't cause anything vicious... uh.. I hope biggrin.gif
Now... on to the next questions. Talking about partyplay... I have no clue whom I should take with me, so I hope there are some tipps regarding this topic. I thought about:

F/M/C
Keldorn
Valygar
Cernd
Jan (*sigh*)
In ToB: Irenicus

As I wished for some extra muscle I decided to take Keldorn as he's useful everytime wink.gif. Even more so with the new holy avenger. Or so I hope. Valygar ist one guy I just have to try with TLR installed. Hoping for some interesting banters with Jon. Cernd because I want to take him once... and intend to use the auramaster kit. Jan because Imoen is annoying. As is Nalia. Not because they are so whiny or weak or anything ^^ ... I just love to use traps from time to time or to dispel illusions via a thief. Jan seems to be the only option apart from a multiyplayer character. The problem with this party is that I have no full time mage. Jan is a half time mage and I am a "triple cripple" mage. So until ToB there will be no real mage in the party. Same with cleric btw, but I guess the F/M/C can do it anyway with some help from Cernd. I hope (yep, hoping for many things) biggrin.gif
Next problem: no romance =/. Though the Valygar romance might do the trick. Gonna try it anyway when he's in the party, right? wink.gif
Yet another "next problem" ^^: Weapon profiencies. How the heck should I distribute those? Any tipps? My guess for Keldorn would be to go the two handed weapon way, thus quarterstaffs, halberds, two handed swords and spears. As there are many good swords and halberds etc. around the choice about what to use as the main weapon may be tough, Carsomyr get's boring after a while...
Valygar would be the stealthy guy with katanas to backstab. Well... and then? Long swords? Daggers? Gaaah... *sob* so many choices, so few profiency points.
The F/M/C would go for the blunt weapons of course. So flails and hammers, I guess. Any other ideas? Maybe quarterstaffs because of the SoM? Two weapon style, shield, or two handed weapons (read: quarterstaffs *sigh*)? Somewhat hard to make a choice. For every fighter character... especially when there are sooo many nice upgrades to be done biggrin.gif
Oh, and what about the usual Carsomyr +6 upgrade made by Cespenar? The eye of tyr seems to be something reserved for the old Carsomyr.

This post has been edited by Arkain: May 8 2007, 04:00 PM
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rbeverjr
post May 8 2007, 07:30 PM
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I'll have to agree on the acid katana. That's the most twisted item that I've ever come across with the Soul Reaver +6 as a clear 2nd position. (But I must admit it enabled my survival early in IA 3; I no longer use it even in IA - can't in IA 4 anyway.) The boots certainly will help, but then again you can suck up the remove magic by sending in a protected mage or a character that is inherently a tank - right? And once you are very high level, I'd hope that the buffs have a good chance of staying anyway. Concerning that spear, I've actually done Red Badge once, but never used the spear. I don't know if I left it on the ground, sold it, or just stuck it in my bag and forgot about it. Does that poison work through stoneskin? If not, I'd say it's nice but probably not going to change the battle's outcome. Once I can damage the target, it will die - maybe 30 minutes later in the case of some of those golems. smile.gif

As for me, I will obey my own advice. If I find an item -any item even an IA upgrade item- that makes my game too easy, I'll have to lose it! smile.gif
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thetruth
post May 8 2007, 07:43 PM
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QUOTE(rbeverjr @ May 8 2007, 09:30 PM) *

The boots certainly will help, but then again you can suck up the remove magic by sending in a protected mage or a character that is inherently a tank - right? And once you are very high level, I'd hope that the buffs have a good chance of staying anyway.


The Preserving Boots don't grant only immunity to dispelling effects (Dispel/Remove magic), but also to Spell/Magical/Physical protections removal spells.
Add immunity to Divination spells, Detect Illusions and Immunity to backstab and you can understand that a character (especially Mage types) can become invincible even for the harder enemies of IA wink.gif .


QUOTE
Concerning that spear, I've actually done Red Badge once, but never used the spear. I don't know if I left it on the ground, sold it, or just stuck it in my bag and forgot about it. Does that poison work through stoneskin?


IIRC it did some points of poison dmg/hit without save, +1 ApR and on top of that it's a thrown weapon.
Almost no enemy of Tactics/Ascension were immune to it (at least the stunlocking effect of the poison).
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rbeverjr
post May 8 2007, 10:24 PM
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QUOTE(thetruth @ May 8 2007, 03:43 PM) *

QUOTE(rbeverjr @ May 8 2007, 09:30 PM) *

The boots certainly will help, but then again you can suck up the remove magic by sending in a protected mage or a character that is inherently a tank - right? And once you are very high level, I'd hope that the buffs have a good chance of staying anyway.


The Preserving Boots don't grant only immunity to dispelling effects (Dispel/Remove magic), but also to Spell/Magical/Physical protections removal spells.
Add immunity to Divination spells, Detect Illusions and Immunity to backstab and you can understand that a character (especially Mage types) can become invincible even for the harder enemies of IA wink.gif .


QUOTE
Concerning that spear, I've actually done Red Badge once, but never used the spear. I don't know if I left it on the ground, sold it, or just stuck it in my bag and forgot about it. Does that poison work through stoneskin?


IIRC it did some points of poison dmg/hit without save, +1 ApR and on top of that it's a thrown weapon.
Almost no enemy of Tactics/Ascension were immune to it (at least the stunlocking effect of the poison).


Bummer dude, I thought these items may give me an edge. I was going to let the fighter 7-mage use the spear. She wouldn't hit that often anyway. I was going to give the boots to the ranger 7-cleric, who will be mainly a caster in my party. However, if these items are that good, I may just have to leave them on the ground. sad.gif

mmm. No, maybe I'll sell them instead. There's never enough money. Or if I decide I'm having an easy time of it once I get that far, perhaps I should leave them on the ground. Decisions, decisions....

This post has been edited by rbeverjr: May 8 2007, 10:32 PM
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Posts in this topic
Arkain   Talking about the first time...   May 8 2007, 03:35 PM
rbeverjr   Some brief comments: If Sikret recommends a mod, ...   May 8 2007, 04:34 PM
Arkain   Well, the problem is that I don't really know ...   May 8 2007, 05:17 PM
rbeverjr   Well, the problem is that I don't really know...   May 8 2007, 05:35 PM
Toxeus   In ToB: Irenicus It's good, you'll be the...   May 8 2007, 06:43 PM
thetruth   First of all welcome to the BWL forums Arkain ;) ...   May 8 2007, 06:51 PM
leonidas   Rule of thumb is, as long as a mod doesn't int...   May 8 2007, 06:54 PM
thetruth   You get those boots in the ritual, for example, t...   May 8 2007, 07:13 PM
Raven   Re: proficiencies and fighters I would recommend ...   May 8 2007, 07:01 PM
rbeverjr   I'll have to agree on the acid katana. That...   May 8 2007, 07:30 PM
thetruth   The boots certainly will help, but then again you...   May 8 2007, 07:43 PM
rbeverjr   The boots certainly will help, but then again yo...   May 8 2007, 10:24 PM
thetruth   Bummer dude, I thought these items may give me an...   May 9 2007, 03:26 AM
Sikret   Welcome to BWL, Arkain! Saerileth: Now, do I...   May 8 2007, 07:40 PM
Arkain   [quote name='Arkain' post='22233' date='May 8 200...   May 8 2007, 08:21 PM
Arkain   *digs sthe thread's grave up* *coughs* Um... ...   May 20 2007, 10:47 PM
Mongerman   1. I believe it is in the room where you fought La...   May 20 2007, 11:40 PM
Arkain   1. Mhm... nothing there iirc. I'll check again...   May 21 2007, 11:53 AM


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