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#1
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Forum Member Posts: 524 Joined: 12-April 06 From: Netherlands ![]() |
The Riskbreaker is extremely interesting, but he seems more like a chore to keep alive. I have some ideas on how to play with him (I started a quick game to try out some things), but he could use a fun upgradeable ring and/or amulet that provides some protection options to take him out of the continuous baby-sitting bin. Without such a bonus, I believe that the riskbreaker will not be played. People should have an incentive to play him. Have people find the item in the early game, then have them upgrade it in the mid-game.
Perhaps the item should provide "Shield" thrice a day for when blur runs out after the so-manieth time the opponents cast "True Sight". Further bonuses might be something like +2AC, +2 saving throw vs spells, 10% resistance to fire/cold/magic damage. Later improve it to +3 and +15% or something.... minor bonuses add up through an entire game. |
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#2
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![]() ![]() Gold Member Tactical reputation: 3 Posts: 959 Joined: 29-June 07 From: Budapest - Hungary ![]() |
Yes, I fogrot Treefolk's Arm, and Rhymed Club, but I am talking about best weapons anyway, with +5 enchantment. But you are right, Phosphorous and FoA+4 is same class than these clubs, so clubs and flails are similarly good. Sadly FoA+5 makes you immune to haste, so I don't like it very much and I use it only when Free Action needed or Impr. Haste is dispeled. Anyway there is no club and no flail for Riskbreaker which is in pair with FoD&W, JD sword, Hammer of Thor, The Thruth, Dragons lord etc.
For early good slashing, axes are the best cause of Frostreaver and Stonefire. |
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