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#1
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Forum Member Posts: 607 Joined: 20-November 09 ![]() |
Bulian's 6.4 branch update:
New items and NPC modernization - complete
This post has been edited by bulian: May 16 2020, 01:18 PM |
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Post
#2
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![]() Forum Member Tactical reputation: 1 Posts: 215 Joined: 4-August 08 ![]() |
I found some old Vagrant run (as early as when demogorgon battle was implemented) and would like to write a small report of information about 2 unusual classes, as the party was vagrant fighter-mage-cleric kensai kensai kensai wild mage.
Fighter-mage-cleric : a very well rounded character overall. I was skeptical at first because of the HLA nerfs for multi-class characters, especially triple class. He will be slightly meh at everything he can claim to do, unless you take time to buff and prepare. If you do prepare, you can have a very powerful and flexible character. With the help of the potion of elven expertise, his levels will remain somewhat relevant as you go through the game. Furthermore, the reward this character gets after demogorgon will help him reach xp cap or very close even in a 6 player party. He gets a quite reasonable 16 HLAS total, one level 9 mage slot, 3 level 7 cleric slots. Again, preparation is needed to make the most of him but his power can reach quite elevated summits. We're speaking of dual wielding black blade of disaster with flail of ages + 5 with righteous magic, using spell immunity and such, getting foreknowledge via the wizard slots, using champion's strength in a fight where you will be silenced to get a +6 tach0 advantage over any fighter who isn't a kensai, reaching the best overall armor class levels excepting swashbucklers, etc. I had a lot of fun playing this guy and I found him well suited with a vagrant party. Wild mage : Probably the most interesting character I ever played in this mod. If you don't mind messing around and reloading, you can generate some pretty interesting effects such as pre-buffing with wish as early as level 14 or even before (provided you kill alhoon in the sewers), summoning skeleton warriors at the maximum power as early as level 10 with a lucky +5 to caster level, casting a pre-buff spell that ends up area of effect (once a stoneskin was cast on every party member !), stacking the Combat ready! spell on the party which provides +2 to hit and +2 damage to everyone for one turn and a lot more. The wild mage -5 to +5 alteration to caster level upon casting a spell can mean a very strong remove magic as well. My wild mage was wielding the staff of the magi and was a very interesting alternative as the "party mage". With demogorgon's reward, amulet of power, foreknowledge and robe of vecna he reached that prized +5 casting speed. With a different party, he could have used the gloves from the Four which grant another +1 to casting speed. Furthermore, this character could make for an interesting protagonist for an evil party because he could be using the robe of eloquence with the amulet of power, the gloves of spell weaving and eventually foreknowledge for a + 3 casting speed but permanent alacrity. Be warned though, as this character might struggle making memory of the apprenti. I would seriously consider playing with this evil aligned guy in the party as a druid protagonist. This post has been edited by HTRT: Jul 6 2020, 04:57 AM |
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