class questions+other starting questions
- Stilgar
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class questions+other starting questions
I just downloaded the Demo (and it looks good, so I think of buying the complete version)
But i have a few question, will there be magic items/armour like in bladur's gate? or only normal ones?
And for classes, can every one be just a good with bows/melee/spells? or dous this depend on you're characters/NPC's???
But i have a few question, will there be magic items/armour like in bladur's gate? or only normal ones?
And for classes, can every one be just a good with bows/melee/spells? or dous this depend on you're characters/NPC's???
I do not have the touch, nor do I have the power.
There are all kinds of weapons/armor including normal, rare, unique, and trade-off ones (increase one thing at the expense of something else).
All characters can go in any route you want in terms of levelling. Even if you pick up a NPC who has never used magic before, you can use him/her as a mage, for example.
All characters can go in any route you want in terms of levelling. Even if you pick up a NPC who has never used magic before, you can use him/her as a mage, for example.
This is my party right now (without magic bonuses in brackets):
My PC: 22 (21) STR, 16 DEX, 14 (13) INT, 21 (20) Melee, 5 (2)
Ranged, 12 Nature, 1 Combat
Gloern: 26 STR, 16 DEX, 12 INT, 25 Melee, 2 Ranged, 0 Nature, 0 Combat
Merik: 11 STR, 12 DEX, 24 (21) INT, 1 (0) Melee, 1 (0) Ranged, 15 Nature, 4 Combat
Gyorn: 13 STR, 13 DEX, 21 (20) INT, 2 Melee, 2 (1) Ranged, 0 Nature, 18 (17) Combat
Ulora: 16 STR, 28 (25) DEX, 13 INT, 4 (3) Melee, 27 (25) Ranged, 1 Nature, 0 Combat
As you can see, my party is two tanks (Gloern and my PC), one Archer, one Combat Mage and two Nature Mages. I started my PC out as a Tank, and then decided to let him catch up in Nature Magic, but I plan to keep them around the same level once caught up. However, this is just my combination of skills. Everyone I picked up other than Gloern and Merik were pretty neutral in terms of skills, and I put them on the path I wanted.
My PC: 22 (21) STR, 16 DEX, 14 (13) INT, 21 (20) Melee, 5 (2)
Ranged, 12 Nature, 1 Combat
Gloern: 26 STR, 16 DEX, 12 INT, 25 Melee, 2 Ranged, 0 Nature, 0 Combat
Merik: 11 STR, 12 DEX, 24 (21) INT, 1 (0) Melee, 1 (0) Ranged, 15 Nature, 4 Combat
Gyorn: 13 STR, 13 DEX, 21 (20) INT, 2 Melee, 2 (1) Ranged, 0 Nature, 18 (17) Combat
Ulora: 16 STR, 28 (25) DEX, 13 INT, 4 (3) Melee, 27 (25) Ranged, 1 Nature, 0 Combat
As you can see, my party is two tanks (Gloern and my PC), one Archer, one Combat Mage and two Nature Mages. I started my PC out as a Tank, and then decided to let him catch up in Nature Magic, but I plan to keep them around the same level once caught up. However, this is just my combination of skills. Everyone I picked up other than Gloern and Merik were pretty neutral in terms of skills, and I put them on the path I wanted.
- whiskeyjack
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check out this site for Character Classes.
http://ds.heavengames.com/gameinfo/classification.html
Later,
WJ
http://ds.heavengames.com/gameinfo/classification.html
Later,
WJ
- StormRaider
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I'm surprised to see you have 2 nature mages. So far, the nature spells with the exception of healing spells are very very very weak. And the healing spells take forever to gain experience with. I don't like locking my characters into 1 thing if I can help it. So 3 out of 5 are "multi" class. My primary skill for all characters is ranged, because if you can't hit me before I kill you it's a good thing and arrows never end. My "tanks" are Raiders (melee ranged) consisting of the two G men, Ulora is a marksman right now, but I had orignially intended her to be ranged/nature magic but with Merk in the group it does seem to make sense anymore so I'll let her develop in ranged and she's already up to level 4 in nature magic so as long as the story doesn't have Merk leave I'll be ok. My pc, Alana, will be a centurion soon (melee, ranged, combat magic). Personally, I only normally tolerate 1 combat mage (for ranged area damage) and one healer (for obvious reasons) or combine the two in a group because in traditional RPGs they have glass jaws. But, because of the way dugeon siege works I get the best of three worlds with my main character and I'm loving every minute of it. Anyway Merk is my healer now. Love that healing wind, but I gave him a bow so his ranged skill is increasing quickly. That's my party, oh and two mules. Happy Hunting!
When all else fails, RUN!!!!
I find that my configuration works pretty well. Essentially, I have got 2 tanks (Gloern and my PC), an archer (Ulora), a combat mage (Gyorn), an offensive nature mage (PC) and a defensive nature mage (Merik). Due to the fact that I have been using Merik pretty much as a healer, he hasn't been levelling very fast, but that is alright. I find that having one tank to hold off the enemy, and 3 "ranged" attacks is sufficient.
- AngusThermopole
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It can help to know what some of the NPC's attributes are that you will be meeting during the different stages of the game. Banshee lists them on their DS site. This way, though somewhat of a cheat, you can maximise your parties' efficiency.
I always tend to lean toward each party member having a definite speciality, so that all equipment dropped may have a user.
I always tend to lean toward each party member having a definite speciality, so that all equipment dropped may have a user.
- AngusThermopole
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Krynus:
Spoiler
That's not what I was referring to. I meant more in the lines of 'should I level up a character in nature magic, not knowing that Merik can fullfill that character need when you come across him later".
Checking with Banshee's NPC list before hand helps to plan your parties' characteristics, knowing that you'll find a particular NPC with certain skills at certain points.
Spoiler
That's not what I was referring to. I meant more in the lines of 'should I level up a character in nature magic, not knowing that Merik can fullfill that character need when you come across him later".
Checking with Banshee's NPC list before hand helps to plan your parties' characteristics, knowing that you'll find a particular NPC with certain skills at certain points.
- AngusThermopole
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- StormRaider
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Angus, I think knowing that kind of stuff before hand, takes some of the fun out of the game. I have a game guide, but I only use it for mapping when I get lost, which I frequently do and once I've been through an area to see if I missed something and can therefore go back to retrieve it. But, never to look ahead. A good example is what I was doing with Ulora. My inital intent with her was to have her be an archer healer. But once I got Merk I decided for the most part to make her an archer. Bear in mind however that because of my previous strategy she is already at level 4 or 5 in nature magic and that's just by using healing hands, transmute, and the occasional zap or some such on a few monsters. So even though I have Merk now I still use Ulora as a back up keeping her increasing in nature, albeit at a snails pace, by using healing hands after battles, and transmute for crap I don't want to waste storage with like rags.
I use Merek for cheap healing during battles he seems more responsive, is better at it, and doesn't use much mana.
But, my overall strategy really hasn't changed. I have two tanks, a versatile combat mage, and a nature mage (Merk) that I am making more versatile via ranged attacks which is the backbone of my campaign anyway. Further, I have Merk available as a back up combat mage to my PC Alana, who has combat magic skill somewhere around 9-11. Where as Merk is only at level 4 and didn't come with any combat mage spells. Anyway, That's my take.
I use Merek for cheap healing during battles he seems more responsive, is better at it, and doesn't use much mana.
But, my overall strategy really hasn't changed. I have two tanks, a versatile combat mage, and a nature mage (Merk) that I am making more versatile via ranged attacks which is the backbone of my campaign anyway. Further, I have Merk available as a back up combat mage to my PC Alana, who has combat magic skill somewhere around 9-11. Where as Merk is only at level 4 and didn't come with any combat mage spells. Anyway, That's my take.
When all else fails, RUN!!!!
Walkthroughs are the best way to totally kill the fun of a game. Once you get caught up in walkthroughs, you find yourself needing to resort to them to do everything, and then instead of playing a game, you are just following some instructions. (Believe me, I know, I played Tomb Raider straight from the walkthrough... not all that fun). But, of course, it's up to you.Originally posted by StormRaider
Angus, I think knowing that kind of stuff before hand, takes some of the fun out of the game.
- AngusThermopole
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I agree this is somewhat of a cheat, but since I rarely play a game a second time around I took the opportunity provided by Banshee to maximize my parties' characteristics. Did it take away any fun from the game? Not for me. You have an advantage with your game guide that I did not have. I got lost more than once (didn't pay enough attention to the compass), usually making sure that I had not missed anything. You know, straying from the path, and getting totally turned around. Did this make the game more fun? Not for me.
A little outside info can be a good thing, else I don't think these forums would be so populated. BTW, I wasn't much pleased with Merik anyway. There's my two cents.
A little outside info can be a good thing, else I don't think these forums would be so populated. BTW, I wasn't much pleased with Merik anyway. There's my two cents.