dl ce (1.5) after collecting valdanes blood
- johnnybravo1
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dl ce (1.5) after collecting valdanes blood
Some issues with 1.5.
Level 23.
I have started the game as a mage.
Furthermother I joined celestial order and sisterhood.
Then some things went wrong.
First - I cannot proceed in the mage class tiers at Skuldoon.
Second - after collecting blood from Valdane, I cannot give it to Vartaag. This gentleman, for instance, keeps insisting that I should get the agreement from lord Davenmor.
I know I need his authorization to put the blood at the unholy. But I cannot activate it (ive been there) before talking to Vartaag.
How do I get out of this mess?
Level 23.
I have started the game as a mage.
Furthermother I joined celestial order and sisterhood.
Then some things went wrong.
First - I cannot proceed in the mage class tiers at Skuldoon.
Second - after collecting blood from Valdane, I cannot give it to Vartaag. This gentleman, for instance, keeps insisting that I should get the agreement from lord Davenmor.
I know I need his authorization to put the blood at the unholy. But I cannot activate it (ive been there) before talking to Vartaag.
How do I get out of this mess?
"How do I get out of this mess?"
USE THE WALK THROUGH. (..and NOT coincidentally it is the 4th "sticky" on this forum. )
First: "I cannot proceed in the mage class tiers in Skuldoon".
Answer: Look at the section titled "Guildmasters" here:
http://www.gamebanshee.com/dungeonlords ... fmages.php
Second: "after collecting blood from Valdane, I cannot give it to Vartaag. This gentleman, for instance, keeps insisting that I should get the agreement from lord Davenmor."
Answer: Look at the section titled "After the Naga Temple" here:
http://www.gamebanshee.com/dungeonlords ... uldoon.php
*AFTER* having talked with Vartugg *WITH* the vial of blood - check your quest log.. you should *THEN* have the opportunity to place the vial on the alter and actually have it do something.
USE THE WALK THROUGH. (..and NOT coincidentally it is the 4th "sticky" on this forum. )
First: "I cannot proceed in the mage class tiers in Skuldoon".
Answer: Look at the section titled "Guildmasters" here:
http://www.gamebanshee.com/dungeonlords ... fmages.php
Second: "after collecting blood from Valdane, I cannot give it to Vartaag. This gentleman, for instance, keeps insisting that I should get the agreement from lord Davenmor."
Answer: Look at the section titled "After the Naga Temple" here:
http://www.gamebanshee.com/dungeonlords ... uldoon.php
*AFTER* having talked with Vartugg *WITH* the vial of blood - check your quest log.. you should *THEN* have the opportunity to place the vial on the alter and actually have it do something.
- johnnybravo1
- Posts: 30
- Joined: Sun Oct 09, 2005 5:16 am
- Contact:
Scottg wrote:"How do I get out of this mess?"
USE THE WALK THROUGH. (..and NOT coincidentally it is the 4th "sticky" on this forum. )
First: "I cannot proceed in the mage class tiers in Skuldoon".
Answer: Look at the section titled "Guildmasters" here:
http://www.gamebanshee.com/dungeonlords ... fmages.php
Second: "after collecting blood from Valdane, I cannot give it to Vartaag. This gentleman, for instance, keeps insisting that I should get the agreement from lord Davenmor."
Answer: Look at the section titled "After the Naga Temple" here:
http://www.gamebanshee.com/dungeonlords ... uldoon.php
*AFTER* having talked with Vartugg *WITH* the vial of blood - check your quest log.. you should *THEN* have the opportunity to place the vial on the alter and actually have it do something.
There is nothing in my questlog.
And yes, I have read the walkthrough several times.
When I talk to Vartugg, with the blood vial in my inventory, there is not any new quest in my quest log or any dialogue tree. He just says that I should have the agreement from the Lord Davenmoor.
I have also read the guide, especially the area of the classes.
I have started the game as a mage, and afterwards joined the celestial and the sisterhood.
Those two new guild might have blocked my upgrade in the mages, that is why I am asking for a tip from you guys.
Thanks in advance.
Hmmm, nothing in the quest log after having the vial of blood and after dialog with Vartugg.. It *should* run through a dialog where you need to visit the unholy arc and place the vial.. As to having a agreement with Lord Davenmoor.. well, he will never get that - basically you disappoint him and he comes up with these other tasks to perform.johnnybravo1 wrote:There is nothing in my questlog.
And yes, I have read the walkthrough several times.
When I talk to Vartugg, with the blood vial in my inventory, there is not any new quest in my quest log or any dialogue tree. He just says that I should have the agreement from the Lord Davenmoor.
I have also read the guide, especially the area of the classes.
I have started the game as a mage, and afterwards joined the celestial and the sisterhood.
Those two new guild might have blocked my upgrade in the mages, that is why I am asking for a tip from you guys.
Thanks in advance.
As far as the guilds are concerned..
Note that you cannot pick-up any class (but guild of mystery classes) in Skulldoon (which was the point of my link, i.e. that the guildmasters for the mages guild are not in Skulldoon.)
As for the structure of classes:
You can start the process on becoming a guild member for 2 out of the 4 basic guilds: Celestial, Fighter, Mage, and Mystery.
The Eastern Houses and the Sisterhood can (and to an extent, must for the eastern house) be quested for.
On top of that are the class selections you make, which can be found here:
http://www.gamebanshee.com/dungeonlords/classes.php
If you want further help here you would need to state what classes your character has.
- johnnybravo1
- Posts: 30
- Joined: Sun Oct 09, 2005 5:16 am
- Contact:
Scottg wrote:Hmmm, nothing in the quest log after having the vial of blood and after dialog with Vartugg.. It *should* run through a dialog where you need to visit the unholy arc and place the vial.. As to having a agreement with Lord Davenmoor.. well, he will never get that - basically you disappoint him and he comes up with these other tasks to perform.
As far as the guilds are concerned..
Note that you cannot pick-up any class (but guild of mystery classes) in Skulldoon (which was the point of my link, i.e. that the guildmasters for the mages guild are not in Skulldoon.)
As for the structure of classes:
You can start the process on becoming a guild member for 2 out of the 4 basic guilds: Celestial, Fighter, Mage, and Mystery.
The Eastern Houses and the Sisterhood can (and to an extent, must for the eastern house) be quested for.
On top of that are the class selections you make, which can be found here:
http://www.gamebanshee.com/dungeonlords/classes.php
If you want further help here you would need to state what classes your character has.
I have joined the following classesÇ
(1) mages - at the character creation;
(2) adept - ingame
(3) celestial - ingame.
This walktru informs that the advance in the mages guild is in Skooldoon. However the mage there wont give me his quests.
Again, he isn't a guild master - you don't get to start this quest from him.. ONLY guild masters.johnnybravo1 wrote:I have joined the following classesÇ
(1) mages - at the character creation;
(2) adept - ingame
(3) celestial - ingame.
This walktru informs that the advance in the mages guild is in Skooldoon. However the mage there wont give me his quests.
Currently it appears that you have only joined the celestial guild (and quested for the adept class). You also need to join the Mages guild (unless you have already). The mages first guild quest is returning the staff of scaris.
The second guild quest (for any of the 4 basic guilds) isn't offered until AFTER you have a second tier class for that guild. See the "introduction" here:
http://www.gamebanshee.com/dungeonlords ... fmages.php
Specifically it states the order of the questing:
"you'll have to go on an initiation quest (#1), then you'll be give a second tier class quest (#3-4), then you'll be given a guild quest (#2)"
(..and its similar to this for the Eastern House and Sisterhood as well.) And again, (for the mages guild quest #2) it isn't initially offered by Ferros, rather by either guild master and THEN Ferros. Don't do it though unless you want to progress in either the sorcerer-wizard route or the battlemage-warlock route. For instance if you want the shugenja-kenjasai route then you will NOT be doing the second guild quest for the mages guild (..and instead will be going to the eastern guild masters for the shugenja and after completing that will be given their second guild quest.)
I guess what I should really be asking is:
What is the complete class structure that you want for your character?
- johnnybravo1
- Posts: 30
- Joined: Sun Oct 09, 2005 5:16 am
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Scottg wrote:Again, he isn't a guild master - you don't get to start this quest from him.. ONLY guild masters.
Currently it appears that you have only joined the celestial guild (and quested for the adept class). You also need to join the Mages guild (unless you have already). The mages first guild quest is returning the staff of scaris.
The second guild quest (for any of the 4 basic guilds) isn't offered until AFTER you have a second tier class for that guild. See the "introduction" here:
http://www.gamebanshee.com/dungeonlords ... fmages.php
Specifically it states the order of the questing:
"you'll have to go on an initiation quest (#1), then you'll be give a second tier class quest (#3-4), then you'll be given a guild quest (#2)"
(..and its similar to this for the Eastern House and Sisterhood as well.) And again, (for the mages guild quest #2) it isn't initially offered by Ferros, rather by either guild master and THEN Ferros. Don't do it though unless you want to progress in either the sorcerer-wizard route or the battlemage-warlock route. For instance if you want the shugenja-kenjasai route then you will NOT be doing the second guild quest for the mages guild (..and instead will be going to the eastern guild masters for the shugenja and after completing that will be given their second guild quest.)
I guess what I should really be asking is:
What is the complete class structure that you want for your character?
Please let me update.
I am now at level 27.
My class specializations are:
_ mage
- adept
- enchantress
- celestial
- stargazer
I would like to proceed with the mages guild.
I have already delivered the staff at Devils Marsh.
I have talked to all mages I know (Devils Marsh, Fargrove, Arindale, Skuldoon) but cannot receive any quest.
So how can I proceed?
Currently my only active quest is to go to the Ile of the Damned and find a Crystal to enter teh Shadow Ruins and obtain a Relic of Power.
You can NOT proceed with the mage's guild.johnnybravo1 wrote:Please let me update.
I am now at level 27.
My class specializations are:
_ mage
- adept
- enchantress
- celestial
- stargazer
I would like to proceed with the mages guild.
I have already delivered the staff at Devils Marsh.
I have talked to all mages I know (Devils Marsh, Fargrove, Arindale, Skuldoon) but cannot receive any quest.
So how can I proceed?
Currently my only active quest is to go to the Ile of the Damned and find a Crystal to enter teh Shadow Ruins and obtain a Relic of Power.
You already have ALL the tiers you can take (your 3rd tier is Stargazer and you have both of your tier 2 classes).
Again..
http://www.gamebanshee.com/dungeonlords/classes.php
Of course if you have an earlier saved game before you had chosen your final 2nd tier class - THEN you could go back to that earlier saved game (in lieu of your previous path) and work through a mage guild class structure (i.e. either sorcerer or battlemage). Though perhaps a more obvious solution is to play the game again with a different class structure that included the mage's guild 2nd tier quests.
BTW, did you resolve your problem with the vial and the alter?
I don't think you can do mage quest. try talking to the mage in fargrove and ask all the dialogue options. Since you have 5 classes you certainly can't get another class but maybe a quest with heraldry. Also try the sisterhood. Maybe they have a quest to get more heraldry (but not a class).
The most classes you can have is 5. enchantress fills up your mage guild 2nd class slot.
The most classes you can have is 5. enchantress fills up your mage guild 2nd class slot.
Right Speech has four aspects: 1. Not lying, but speaking the truth, 2. Avoiding rude and coarse words, but using gentle speech beneficial to the listener, 3. Not slandering, but promoting friendliness and unity, 4. Avoiding frivolous speech, but saying only what is appropriate and beneficial.
- johnnybravo1
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That is what I fear.Claudius wrote:I don't think you can do mage quest. try talking to the mage in fargrove and ask all the dialogue options. Since you have 5 classes you certainly can't get another class but maybe a quest with heraldry. Also try the sisterhood. Maybe they have a quest to get more heraldry (but not a class).
The most classes you can have is 5. enchantress fills up your mage guild 2nd class slot.
Anyway, I managed to get the unholy arc quest from Vartugg and have activated that arc. Am looking fort the guy to make the bargain at the valley of ruins and then head north.
It is a pity that I could not upgrade my mage class. I tried to be careful, but the game is, let me say politically correct, a little challenging when it deals with quest management.
johnnybravo1 wrote:That is what I fear.
Anyway, I managed to get the unholy arc quest from Vartugg and have activated that arc. Am looking fort the guy to make the bargain at the valley of ruins and then head north.
It is a pity that I could not upgrade my mage class. I tried to be careful, but the game is, let me say politically correct, a little challenging when it deals with quest management.
Good to hear about the "vial" quest!
It isn't a pitty that you can't upgrade your mage class.. Think about how complex the character is already. Not only that, but you can play the game with various different class structures that provide different experiences.
For instance it sounds as if you have a strong Celestial Magic spell casting with good arcane casting (and likely mediocre melee ability). Next time consider a melee based character.. (perhaps dual-weild, or Ninjitsu, or Crushing Blow, based character).
The REAL pitty part about the game is that it doesn't warn you just how convoluted selecting your class structure can be (..and what you will miss out on by selecting one "path" versus another). (I'm contemplating writing a detailed *coherent* article on this aspect.)
Anyway - good luck with the rest of the game!
Note that the "Bargain" is not in the vale of ruins.. but instead in the northlands #5:
http://www.gamebanshee.com/dungeonlords ... erview.php
There is of course *also* the Druid Temple in the vale of ruins (north center) #4:
http://www.gamebanshee.com/dungeonlords ... erview.php
enchantress will make you the most powerful celestial caster possible (4 learning bonuses!) Plus you have 2 arcane learning bonuses allowing you to cast useful things like ice shards, whirlwind, and blast nova at a respectable ability.
If you had gone battlemage that would have made more melee presence. In terms of casters I think enchantress has the upperhand over sorceror. I can't see a disadvantage of enchantress vs. sorceror?? maybe worse nether magic? The best thing about sorc is that it is the path to wizard which is VERY strong due to spellfire.
If you had gone battlemage that would have made more melee presence. In terms of casters I think enchantress has the upperhand over sorceror. I can't see a disadvantage of enchantress vs. sorceror?? maybe worse nether magic? The best thing about sorc is that it is the path to wizard which is VERY strong due to spellfire.
Right Speech has four aspects: 1. Not lying, but speaking the truth, 2. Avoiding rude and coarse words, but using gentle speech beneficial to the listener, 3. Not slandering, but promoting friendliness and unity, 4. Avoiding frivolous speech, but saying only what is appropriate and beneficial.
Claudius wrote:enchantress will make you the most powerful celestial caster possible (4 learning bonuses!) Plus you have 2 arcane learning bonuses allowing you to cast useful things like ice shards, whirlwind, and blast nova at a respectable ability.
If you had gone battlemage that would have made more melee presence. In terms of casters I think enchantress has the upperhand over sorceror. I can't see a disadvantage of enchantress vs. sorceror?? maybe worse nether magic? The best thing about sorc is that it is the path to wizard which is VERY strong due to spellfire.
Yup, the most powerful character in the game (with an appropriate number of spells) is a high intelligence female elf with this class structure: Adept, Mage, Enchantress, Sorcerer, Wizard. The real "killer app" here isn't spellfire, but rather the maximum number of arcane learning bonuses, (4 in total), that when combined with a high intelligence - allows for a very high arcane skill level. One of my many test characters had this exact build - had a respectable 13 in spellfire and 38 in arcane skill, and the average blast, (I think 5 blasts per casting), of Cataclysm netted about 520 hit-points of damage (..and thats fully derived in-game on the "hard" setting).
My character was effective early since I had learning bonuses in martial things (fighter) and also late since I was (wizard). With enough books 3 learning bonuses and spellfire is enough to handle whatever in late game. Hoards of enemies? BAM BAM BAM dead sure beats meleeing every pack of wolves. Plus I had (Marauder) so I could do cool dualwielding to conserve spells against trash monsters that didn't warrant a blast nova.
Right Speech has four aspects: 1. Not lying, but speaking the truth, 2. Avoiding rude and coarse words, but using gentle speech beneficial to the listener, 3. Not slandering, but promoting friendliness and unity, 4. Avoiding frivolous speech, but saying only what is appropriate and beneficial.
Claudius wrote:My character was effective early since I had learning bonuses in martial things (fighter) and also late since I was (wizard). With enough books 3 learning bonuses and spellfire is enough to handle whatever in late game. Hoards of enemies? BAM BAM BAM dead sure beats meleeing every pack of wolves. Plus I had (Marauder) so I could do cool dualwielding to conserve spells against trash monsters that didn't warrant a blast nova.
Its true - that class progression I mentioned is weak at the beginning.. but its that way for all characters (though more so for that character), and it doesn't stay that way for long provided you obtain several spells and crank-up your skills to increase their damage. In fact virtually all of my class progressions obtain their first 2nd tier class primarily (if not totally) with the use of spells (..principally because those 2nd tier opponents have huge hit point reserves - especially on the "hard" setting).
I've also tested the marauder/wizard route and the samurai/wizard route (the latter is better ).
Still, as far as game progression is concerned - the real problem is the sewers and the poor experience point gathering there. In a "fashion" the sewers is almost like a totally different game (and one I purposely avoid).
- johnnybravo1
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- Joined: Sun Oct 09, 2005 5:16 am
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Scottg wrote:Good to hear about the "vial" quest!
It isn't a pitty that you can't upgrade your mage class.. Think about how complex the character is already. Not only that, but you can play the game with various different class structures that provide different experiences.
For instance it sounds as if you have a strong Celestial Magic spell casting with good arcane casting (and likely mediocre melee ability). Next time consider a melee based character.. (perhaps dual-weild, or Ninjitsu, or Crushing Blow, based character).
The REAL pitty part about the game is that it doesn't warn you just how convoluted selecting your class structure can be (..and what you will miss out on by selecting one "path" versus another). (I'm contemplating writing a detailed *coherent* article on this aspect.)
Anyway - good luck with the rest of the game!
Note that the "Bargain" is not in the vale of ruins.. but instead in the northlands #5:
http://www.gamebanshee.com/dungeonlords ... erview.php
There is of course *also* the Druid Temple in the vale of ruins (north center) #4:
http://www.gamebanshee.com/dungeonlords ... erview.php
Thanks.
The sewers are kind of fun because you get that rush from knowing you can die. But the rest of the game is fun too its just more like "ok I know I'm going to win but just how bad can I beat them"
Right Speech has four aspects: 1. Not lying, but speaking the truth, 2. Avoiding rude and coarse words, but using gentle speech beneficial to the listener, 3. Not slandering, but promoting friendliness and unity, 4. Avoiding frivolous speech, but saying only what is appropriate and beneficial.
- johnnybravo1
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- Joined: Sun Oct 09, 2005 5:16 am
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Yes. Currently my elf femaly is level 28, and, though she did not proceed in her mage career, she wields an arsenal of high octane spells and does respectable melee havock with her staves.Claudius wrote:The sewers are kind of fun because you get that rush from knowing you can die. But the rest of the game is fun too its just more like "ok I know I'm going to win but just how bad can I beat them"
When there is just too much opposition, a few nova spells will clean the house.
The bosses are weak when you use the celestial wards.
Lets head for the end therefore.
Best of luck for you.
how is the celestial magic...I haven't played that yet. Do you use the lightning and angels too?
Right Speech has four aspects: 1. Not lying, but speaking the truth, 2. Avoiding rude and coarse words, but using gentle speech beneficial to the listener, 3. Not slandering, but promoting friendliness and unity, 4. Avoiding frivolous speech, but saying only what is appropriate and beneficial.
celestial magic is fun - its both more limiting and yet also more diverse.Claudius wrote:how is the celestial magic...I haven't played that yet. Do you use the lightning and angels too?
The limit of course is direct attack spells.. basically lightening and solar ray (though the Dispel Evils are also useful if far more limited). Solar ray is helpful early-on, and lightening is still useful through out the game (..and because its two levels higher it scales in damage better than solar ray as you increase the celestial skill level).
The summons still have the problem of being damaged by your own area attacks.. but neither solar ray nor lightning is likely to be a problem. And man are those summons EXCELLENT. BOTH are more difficult to hit by melee opponents (because they fly around).
2 or more of the blessed spirits can heal your character almost not stop in a battle and basically the only thing stopping you then is an area attack by you or your opponent that kills them (..and even then they have quite a lot of hit points if you have a high celestial skill level). In fact the only way I've ever survived a Whirlwind attack by the "fiend" (that pinned me to the wall and rendered me incapable of doing anything) was with a few of these summons healing me.
The Divine Spirits can be every bit the tank of a deathlord (again provided you have a high level celestial skill). And their REAL attack isn't melee (like a deathlord ..which tends to do little damage), but instead is with lightening (thats almost as powerful as your own).
Oh and one other thing about both summons.. they don't screw up the game as much as a deathlord summon (which is incredibly "buggy").
Of course then there are the defenses.. which almost no user will go without (and yet usually take it for granted). And healing, is useful through out the game (..particularly so at the beginning).
In fact, IF you had to choose only one type of magic to pursue in this game - my suggestion would always be celestial.