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The Black Wyrm's Lair Terms of Use |
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#1
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Forum Member Posts: 18 Joined: 20-April 09 ![]() |
I’ve run through this game twice in the recent one and a half month. It is admirable that even I’ve played the mod so many times, it’s still attractive. I am very appreciate with the changes of the recent releases. I’m so glad that this mod is still under updating and I am quite looking forward for the next release. So here are my personal suggestions for it.
1.Relief the constraint on whether the protagonist is a necromancer. The single factor that affects the difficulty and game experience of the mod most is whether the protagonist is a necromancer. I should admit that the adventure and item designed for necromancer is very fantastic and the battle with the Old Ones is one of my favourite. However, after so many tries I would like to start the game with other roles. Unfortunately, the game difficulty could be quite different, especially in the battle with the Great Wyrm. One way to do this is to make Memory of the Apprenti and Amulet of Hades available for all characters, or other wizard should have counter abilities against Greater Silence. As a trade off, necromancer should be nerfed. RVE is a bit too powerful for a necro that in late game you nearly need no other healing method. 2.Make cleric more powerful. Just as I said, with RVE you nearly don’t need a healer in your party. And what makes things worse is that in the recent release druid over compete cleric from nearly all dimensions: stoneskin, new items and new kits, and more useful HLAs. So to maximize party fighting power, there is no room for a cleric. But cleric is one of my favourite role in the game(and also in other PRGs), so I would like it to be buffed in the next release. I think a single class cleric should be as the same attractive as Jaheira. 3.Make ranged weapons a choice. Damage dealt by ranged weapons can be lower than melee weapons instead of no damage. 4.Make paladin more powerful. Comparing to other warrior roles(ranger, barbarian, champion of arvoreen, risk breaker), paladin is far less attractive. It should be buffed a bit. 5.Nalia should be buffed She should at least have access to the 9th level spells. And her first class and low wisdom make her not a good party member. But she is one of my favourite character. These suggestions are ordered. And I do hope the first two to come true. I think they will be beneficial for further development of this mod. |
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#2
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![]() Forum Member Posts: 2843 Joined: 10-May 13 ![]() |
I want to release this new version soon (in the upcoming 2-3 weeks) and based on input from players, some more changes and more differences between the kits might be introduced.
Okay, today it's finally time to show you the final spell (apart from Cause X Wounds and Purify Aura) that will make Clerics better casters, hopefully without making them broken. QUOTE ~Spiritual Link This spell will have a +1 casting time for Priests of Talos, since they don't have any improvements for h2h.(Alteration) Level: 7 Range: 0 Duration: 15 rounds Casting Time: 8 Area of Effect: The caster Saving Throw: None By opening a direct link between the caster and <PRO_HISHER> god, the caster is able to draw divine energies faster, than normally. This results in <PRO_HIMHER> needing less time to cast spells, which require longer incantations and more focus. The more experience the caster has, the stronger the link and in result, the quicker the casting. This spell sets casting time of all spells, which have this value higher than 7 to 7. At level 18 this value is reduced to 6, then to 5 and finally to 4 at levels 22 and 26 respectively. Due to direct contact with divine energies, all other means of lowering casting time become useless, however the caster can sever the link at any moment, without wasting <PRO_HISHER> action this round.~ Also, here's an equivalent of Weaken Undead spell, which is designed to fight demons. This spell is gained by all Clerics, even those without any kit. QUOTE ~Demon Hunt
(Alteration) Level: 5 Range: 30 ft. Duration: 1 turn Casting Time: 5 Area of Effect: Special Saving Throw: None This powerful spell was designed specifically to fight against demons and fiends from Nine Hells. It is directed at a single target, but it affects everyone in the area of 30 feet, when the spell lands. Hunter: when the spell affects an ally of the caster, it gives +2 to thaco and damage against demons. Additionally, each hit done to demons has a 10% chance to increase the demon's chance for Critical Miss by 5% for 2 rounds, this effect is cumulative. Prey: when the spell affects a demon, it increases its chance of Critical Miss by 5% and each time the demon scores a Critical Miss, it suffers 10 points of magical damage.~ |
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