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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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Post
#2
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![]() Forum Member Posts: 2843 Joined: 10-May 13 ![]() |
Okay then, here are 2 more rebalanced spells apart from False Dawn (which works the same as on 2nd page of this thread, except it works only on Shadows and Vampires)
I removed immunities to those spells from most enemies (maybe some of the most powerful ones still can resist those spells). QUOTE Bolt of Glory BoG is now a single target and long range spell, which deals nice damage to demons. Both this spell and False Dawn will benefit greatly from Spiritual Link at higher levels.(Invocation/Evocation) Level: 6 Sphere: Combat, Summoning Range: 60 ft. Duration: Instant Casting Time: 9 Area of Effect: 1 creature Saving Throw: None By casting this spell, the priest channels a bolt of divine energy against the target. No attack roll is needed. The damage bypasses Magic Resistance and creatures struck suffer varying damage, depending on their plane of origin: Creature Type Damage Prime Material Plane 6d6 Elemental 3d4 Undead 8d6 Demon 10d6 Additionally demons suffer damage as if they had only 60% of their current Magic Damage Resistance, so a demon with 50% initial resistance would suffer damage as if it had only 30% resistance. QUOTE Sunray (Evocation, Alteration) Level: 7 Sphere: Sun Range: 20 ft. Duration: Instant Casting Time: 4 Area of Effect: 15-ft. radius Saving Throw: Special When this spell is cast, it causes a ray of sunlight to beam down upon the caster and everyone within a 15-ft. radius. All creatures within the area of effect take 3d6 points of damage and must save vs. Spell or be blinded for 1 turn. Undead that are hit by the sunray take additional 6d6 damage, which bypasses Magic Resistance and during the impact their Fire Resistance is reduced by 25% of their current value. Creatures that by some means achieved values of Fire Resistance higher than 100 are completely immune to the effects of this spell. This spell is a bit similar to False Dawn, so I decided to make it deal less damage to most of the creatures that are affected by False Dawn, but Sunray can affect all other undead enemies, currently being the only AoE spell dealing damage to Skeleton (War/Grand)lords. |
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Lo-Fi Version | Time is now: 7th June 2025 - 07:53 AM |