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> Riskbreaker info request
rbeverjr
post Jan 29 2008, 06:39 PM
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Looking at the riskbreaker kit, I suspect that the riskbreaker is generally inferior to the fighter and fighter kits early on in the game (the time when I have the most difficulty). He'll either have poor AC or require potions/battle buffs (and still not have great AC). Late in the game, I suppose the riskbreaker will become more interesting once he has better AC and his special super power. I don't recall ever seeing anyone who has said they will have a riskbreaker in their group. Can someone who has played the riskbreaker comment on this kit?

I notice that quick was mentioned twice in the description of the kit. From that, I would have expected him to have the ability to haste or improve haste himself. However, he doesn't really seem any quicker than any other fighter. Instead he can Slow/Hold monsters if they are unlucky on their saves.

Please note that this post is not meant as a criticism on this kit. As I have never played this kit, I don't feel that I have the experience/information to critically evaluate it.
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lroumen
post Jan 30 2008, 02:23 PM
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I have yet to play one, but I decided to give the Vagrant a try. I always take the in-game NPCs along so I didn't make a multiplayer character for the party.
I would like to create a riskbreaker out of one of the in-game NPCs though.


The riskbreaker seems less powerful in damage than a Kensai, but he does have the advantage of having more critical hits. This may well add up to equal a Kensais damage.
The bonus of being able to Improve Haste oneself does mean that the party mages can memorise some other beneficial spells. I also think that defensively with blur, the riskbreaker is a bit safer than a Kensai.... but the lack of helmet-wear is concerning.
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