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#1
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![]() The Tactician ![]() Distinguished Developer Posts: 7794 Joined: 1-December 05 ![]() |
Since ranger is one of the most recommended classes while playing Improved Anvil (for playing the expanded ranger stronghold), I added the new Vagrant kit to the game in order to give players more options at character creation stage. Please send your feedbacks, suggestions and comments about the new ranger kit here.
1- Is the kit balanced, overpowered, underpowered? (mostly compared to other ranger kits of the original game) 2- Are the swanmays helpful, too powerful, too weak, well balanced? 3- Does the kit gain the ability to summon swanmays too early, too late, too frequently, not frequently enough, or just fine? 4- How interesting is the kit compared to other ranger kits? Is it attaractive enough to give you motive to play with it at least in some of your game-throughs (when you decide to play a ranger anyway)? Here is the newest description of the kit (you can always find the newst description in theinitial post of this thread or in the related file attached to the mod's readme file): QUOTE VAGRANT: Vagrants do not stay in a place for long. They spend most of their time exploring new wilderness areas and enjoying the beauties of nature. Woodlands and lakes are the most favorite places for vagrants. They are very healthy characters with exceptional stamina. Vagrants can develop a special kind of friendship with swanmays. Swanmays are very rare and special kind of lycanthrope rangers living at lakesides in woodlands and in remote temperate wetlands. High level vagrants can call for swanmays' help.
Advantages: 1- +1 bonus to Constitution 2- Immunity to disease and poison 3- +2 bonus to save vs. Paralyze/Death 4- 15% resistance to elemental damage for every 6 levels of experience 5- Gians the ability to summon Swanmay at levels 13 and 16. 6- Gains the ability to summon Greater Swanmay at levels 19 and 22. 7- Gains the ability to summon 'Swanmay Queen' at level 25. The swanmays will loyally fight at the vagrant's side for 20 rounds. Disadvantages: 1- May not wear armor greater than studded leather 2- Cannot specialize in ranged weapons 3- Requires 12 Charisma 4- Cannot dual class This post has been edited by Sikret: Feb 4 2008, 02:00 PM -------------------- Improved Anvil
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#2
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Forum Member Posts: 524 Joined: 12-April 06 From: Netherlands ![]() |
The disadvantages look a lot like those of an archer, and you have a similar amount of disadvantages compared to the other vanilla kits. There are more bonuses than normally but I think overall it should work out fine since it's balanced especially for IA play.
I was planning to play a stalker from a BG1 game that I finished 2 weeks ago, but it has a movement bug when I imported it to BG2. I can edit it out but BG2 starts weirdly without the starting cutscene so I'm wary of playing with the character now. Hence, I'm going to reinstall BG2 and make a new character. Since there is already a stalker in the game whose overpowered items I will never be able to top I might as well try something else and Vagrant looks really good. Just something halfrelated to the Vagrant. I was wondering one thing. I recall that protagonist divine casters do not get the +bonusspells that were based on wisdom. For instance if you have 15 wisdom, you were supposed to get the +1 level 1 priest spell (I cannot recall the correct bonus here from the table). Also, when you gain +1 wisdom from an ioun stone (or you start with 15-18 wisdom) you should have the +bonusspells as listed. The bug was that the NPCs have them but the protagonist never did receive them for some reason. I was wondering if you had fixed this in your current BG2 or whether it is already fixed since it would relate to the casting power of the Vagrant class. |
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