Playing a Paladin in the original campaign
- Galuf the Dwarf
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Playing a Paladin in the original campaign
1) As I mentioned in one of the Christmas threads, I got the Diamond Edition of this game as one of my presents. My current character is a Human Paladin lvl 3, built pretty much like this:
Attributes/Abilities:
14 Strength
10 Dexterity
14 Constitution
10 Intelligence
12 Wisdom
16 Charisma
Skills (minus modifiers): Persuade 6 ranks, Concentration 4 ranks, Heal 3 ranks
Feats: Lightning Reflexes, Power Attack , Weapon Focus (Greatsword)
Current equipment: Pot Helmet, half-plate armor, greatsword
Iventory: Various traps, arcane scrolls (for sale or hireling use), healer's kit
How well would this guy survive?
2) What henchman should I use? I was thinking I should either take Tomi Undergallows (the halfling rogue), Boddyknock Glinckle (the gnome sorcerer), Linu La'Neral (the elf cleric), or Sharwyn (the human bard). From the sound of it, traps aren't as big of a deal in all the campaigns, so Tomi's questionable.
3) Also, is there some point where I'm allowed to access a hired henchman's inventory, or not?
Thanks in advance.
Attributes/Abilities:
14 Strength
10 Dexterity
14 Constitution
10 Intelligence
12 Wisdom
16 Charisma
Skills (minus modifiers): Persuade 6 ranks, Concentration 4 ranks, Heal 3 ranks
Feats: Lightning Reflexes, Power Attack , Weapon Focus (Greatsword)
Current equipment: Pot Helmet, half-plate armor, greatsword
Iventory: Various traps, arcane scrolls (for sale or hireling use), healer's kit
How well would this guy survive?
2) What henchman should I use? I was thinking I should either take Tomi Undergallows (the halfling rogue), Boddyknock Glinckle (the gnome sorcerer), Linu La'Neral (the elf cleric), or Sharwyn (the human bard). From the sound of it, traps aren't as big of a deal in all the campaigns, so Tomi's questionable.
3) Also, is there some point where I'm allowed to access a hired henchman's inventory, or not?
Thanks in advance.
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You should be fine with that character for the most part though I personally would have left Charisma a little lower and distributed the points between Strength and Constitution - Paladins do get Charisma based abilities, though Strength would help you carry more equipment, which is always useful and with the higher Consitution come the extra HP.
The traps you are holding will be useless unless you put points into the Set Trpas skill which isn't a Paladin skill (so probably a waste of time). Most of them also take a lot of inventory space and sell for only a small amount of gold.
12 WIS should give you access to most Paladin spells (up to and including 2nd level), increasing WIS will give you access to all the Paladin spells, I think they can get 3rd level spells eventually.
Your feats look fine, I'd recommend going for Cleave on your next opportunity. The Weapon Focus will increase your ability with the Greatsword slightly but if you find a good magical weapon which isn't a Greatsword, don't hesistate to swap the weapons.
As for henchmen I often take Tomi along. He is useful in the game, there are a lot of traps and locks. Most of the locks can be bashed open and traps survived but it is still more convieneint to have a rogue with their Sneak Attack with you.
If you're just playing through the Original Campaign then you cannot access your henchman's inventory, instead when they reach certain levels their equipment will automatically upgrade.
Only in the Shadows of Undrentide and Hordes of the Underdark (XP1 and XP2 respectively) campaigns can you modify your henchman's inventory. Both Shadows of Undrentide and Hordes of the Underdark should be part of the 'Diamond' game.
The campaigns don't continue from each other. The original campaign is essentially stand-alone. You create a new character in Shadows of Undrentide who can then be carried over to Hordes of the Underdark (or a new character can be created). The character played in the Original Campaign finishes at too high a level to be used in the HotU campaign.
The traps you are holding will be useless unless you put points into the Set Trpas skill which isn't a Paladin skill (so probably a waste of time). Most of them also take a lot of inventory space and sell for only a small amount of gold.
12 WIS should give you access to most Paladin spells (up to and including 2nd level), increasing WIS will give you access to all the Paladin spells, I think they can get 3rd level spells eventually.
Your feats look fine, I'd recommend going for Cleave on your next opportunity. The Weapon Focus will increase your ability with the Greatsword slightly but if you find a good magical weapon which isn't a Greatsword, don't hesistate to swap the weapons.
As for henchmen I often take Tomi along. He is useful in the game, there are a lot of traps and locks. Most of the locks can be bashed open and traps survived but it is still more convieneint to have a rogue with their Sneak Attack with you.
If you're just playing through the Original Campaign then you cannot access your henchman's inventory, instead when they reach certain levels their equipment will automatically upgrade.
Only in the Shadows of Undrentide and Hordes of the Underdark (XP1 and XP2 respectively) campaigns can you modify your henchman's inventory. Both Shadows of Undrentide and Hordes of the Underdark should be part of the 'Diamond' game.
The campaigns don't continue from each other. The original campaign is essentially stand-alone. You create a new character in Shadows of Undrentide who can then be carried over to Hordes of the Underdark (or a new character can be created). The character played in the Original Campaign finishes at too high a level to be used in the HotU campaign.
Yes, Cleave is good choice, since at least in the early game you encounter usually situations where you are attacked by 2-4 weak opponent, and you can thus clear those situations faster with Cleave.Ravager wrote:Your feats look fine, I'd recommend going for Cleave on your next opportunity. The Weapon Focus will increase your ability with the Greatsword slightly but if you find a good magical weapon which isn't a Greatsword, don't hesistate to swap the weapons.
Again, totally agreeing there.As for henchmen I often take Tomi along. He is useful in the game, there are a lot of traps and locks. Most of the locks can be bashed open and traps survived but it is still more convieneint to have a rogue with their Sneak Attack with you.
I can just imagine how many times I would have died without Tomi, since I died many times even by the traps he wasn't able to disarm.
So Tomi makes you life MUCH easier.
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- Galuf the Dwarf
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Thanks for your seemingly swift replies, guys; much appreciated.
1) Yeah, I was considering those circumstances with stats. Just didn't know what to say.
2) Well, that does make sense. Could Tomi possibly use trap kits if he was my henchman?
3) Well, I guess Tomi it is, then. I'm surprised there's no word on the other henchmen I mentioned, though.
1) Yeah, I was considering those circumstances with stats. Just didn't know what to say.
2) Well, that does make sense. Could Tomi possibly use trap kits if he was my henchman?
3) Well, I guess Tomi it is, then. I'm surprised there's no word on the other henchmen I mentioned, though.
Dungeon Crawl Inc.: It's the most fun you can have without 3 midgets and a whip! Character stats made by your's truly!
Glad to help.
2/ I'm not sure if NWN has the provision to allow henchmen to set traps, it's very unlikely for the Original Campaign as you can't give anything to henchmen (beyond dragging healing potion on them - and then other potions in the other expansions).
3/ It depends a lot on the situation you are in as to which henchmen you should take. For instance, if you know you're going into an undead-heavy area you'll want to take Linu along for her high-level (compared to your Paladin) Turn Undead ability.
Boddyklnock can be useful too and should complement your melee character quite well, it's just not my personal style to take him along as I prefer Tomi. Sharwyn is kind of the half-way point between Boddyknock and Tomi, I never bother with her beyond completing any henchmen quests.
2/ I'm not sure if NWN has the provision to allow henchmen to set traps, it's very unlikely for the Original Campaign as you can't give anything to henchmen (beyond dragging healing potion on them - and then other potions in the other expansions).
3/ It depends a lot on the situation you are in as to which henchmen you should take. For instance, if you know you're going into an undead-heavy area you'll want to take Linu along for her high-level (compared to your Paladin) Turn Undead ability.
Boddyklnock can be useful too and should complement your melee character quite well, it's just not my personal style to take him along as I prefer Tomi. Sharwyn is kind of the half-way point between Boddyknock and Tomi, I never bother with her beyond completing any henchmen quests.
- Ningengirai
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[QUOTE=Ravager]
2/ I'm not sure if NWN has the provision to allow henchmen to set traps, it's very unlikely for the Original Campaign as you can't give anything to henchmen (beyond dragging healing potion on them - and then other potions in the other expansions).[/QUOTE]
I think you can safely rule that out. In HOTU, playing a wizard, thus not being able to carry much of anything, I tend to use my henchmen to carry a lot of whatever I find. I've given them all sorts of stuff, from traps to potions to scrolls. All henchmen will use potions you give them ( Valen Shadowbreath uses practically *everything*, Bull's Strength, Potions of Death Armor, etc ) and, if they can use/apply magic, scrolls and wands ( Deekin in HOTU eats up Summon Creature wands like candy ). On the other hand, Deekin being a Bard, I've given him Lich Lyrics and he never used those, although he had all the prerequesites to - but give him a Harp of Charming or a Harp of Haunting, and he will use that. It's trial and error, for the most part. I don't think henchmen can set traps, though - none of the commands or options you have to influence them either via dial menu or talk ( I want you to change your tactics, etc ) say anything about setting traps, only handling, leaving alone and try to disarm, as far as I remember.
2/ I'm not sure if NWN has the provision to allow henchmen to set traps, it's very unlikely for the Original Campaign as you can't give anything to henchmen (beyond dragging healing potion on them - and then other potions in the other expansions).[/QUOTE]
I think you can safely rule that out. In HOTU, playing a wizard, thus not being able to carry much of anything, I tend to use my henchmen to carry a lot of whatever I find. I've given them all sorts of stuff, from traps to potions to scrolls. All henchmen will use potions you give them ( Valen Shadowbreath uses practically *everything*, Bull's Strength, Potions of Death Armor, etc ) and, if they can use/apply magic, scrolls and wands ( Deekin in HOTU eats up Summon Creature wands like candy ). On the other hand, Deekin being a Bard, I've given him Lich Lyrics and he never used those, although he had all the prerequesites to - but give him a Harp of Charming or a Harp of Haunting, and he will use that. It's trial and error, for the most part. I don't think henchmen can set traps, though - none of the commands or options you have to influence them either via dial menu or talk ( I want you to change your tactics, etc ) say anything about setting traps, only handling, leaving alone and try to disarm, as far as I remember.
{ De Die Nocteque }
*nods* I used henchman as pack mules in HotU too.
I had to stop giving henchmen potions as they'd get through them so quickly and foolishly. Using a Heal potion for 30 points of damage because it's the best potion they have.
In the Original Campaign though their inventories are inaccessible and only healing potions can be dragged on them and used. I don't think any other potion types were accounted for.
@Galuf, another bit of advice: all the henchmen have their own quests where you have to find an object valaubale to them somewhere in the game. I recommend completing all of these quests for the XP and physical reward. It means that you'll need each henchmen with you at some point (though I only went back when I levelled up - that's when they tell you moe of their story and give you the quest to find the object).
I had to stop giving henchmen potions as they'd get through them so quickly and foolishly. Using a Heal potion for 30 points of damage because it's the best potion they have.
In the Original Campaign though their inventories are inaccessible and only healing potions can be dragged on them and used. I don't think any other potion types were accounted for.
@Galuf, another bit of advice: all the henchmen have their own quests where you have to find an object valaubale to them somewhere in the game. I recommend completing all of these quests for the XP and physical reward. It means that you'll need each henchmen with you at some point (though I only went back when I levelled up - that's when they tell you moe of their story and give you the quest to find the object).
- Galuf the Dwarf
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[QUOTE=Ravager]*nods* I used henchman as pack mules in HotU too.
I had to stop giving henchmen potions as they'd get through them so quickly and foolishly. Using a Heal potion for 30 points of damage because it's the best potion they have.
In the Original Campaign though their inventories are inaccessible and only healing potions can be dragged on them and used. I don't think any other potion types were accounted for.
@Galuf, another bit of advice: all the henchmen have their own quests where you have to find an object valaubale to them somewhere in the game. I recommend completing all of these quests for the XP and physical reward. It means that you'll need each henchmen with you at some point (though I only went back when I levelled up - that's when they tell you moe of their story and give you the quest to find the object).[/QUOTE]
Yeah, I was checking up on Gamefaqs about the Henchman quests. One thing, though: After I initially pay a hirelings fee, I don't have to repay them every time I dismiss and rehire them, do I?
I had to stop giving henchmen potions as they'd get through them so quickly and foolishly. Using a Heal potion for 30 points of damage because it's the best potion they have.
In the Original Campaign though their inventories are inaccessible and only healing potions can be dragged on them and used. I don't think any other potion types were accounted for.
@Galuf, another bit of advice: all the henchmen have their own quests where you have to find an object valaubale to them somewhere in the game. I recommend completing all of these quests for the XP and physical reward. It means that you'll need each henchmen with you at some point (though I only went back when I levelled up - that's when they tell you moe of their story and give you the quest to find the object).[/QUOTE]
Yeah, I was checking up on Gamefaqs about the Henchman quests. One thing, though: After I initially pay a hirelings fee, I don't have to repay them every time I dismiss and rehire them, do I?
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- Ningengirai
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[QUOTE=Ravager]In the Original Campaign though their inventories are inaccessible and only healing potions can be dragged on them and used. I don't think any other potion types were accounted for.[/QUOTE]
Not quite. What I know works and what I've used on Daelan are potions of Bull's Strength, Aid, Blessing, Endurance, Eagle's Splendor... basically any type of buffing/healing potion ( I think 'potion' is the operative word here ).
Not quite. What I know works and what I've used on Daelan are potions of Bull's Strength, Aid, Blessing, Endurance, Eagle's Splendor... basically any type of buffing/healing potion ( I think 'potion' is the operative word here ).
{ De Die Nocteque }
- Galuf the Dwarf
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Ok, about the henchman quests again: Do these you actually have to progress the tales as your character levels up, or do they tell their whole tales after a certain level?
Dungeon Crawl Inc.: It's the most fun you can have without 3 midgets and a whip! Character stats made by your's truly!
To your first question -although I'm late - I'd gone with 12 dexterity because even the most heavy armor in NwN allows for +1 dex AC
Anyways - as for:
[QUOTE=Galuf the Dwarf]Ok, about the henchman quests again: Do these you actually have to progress the tales as your character levels up, or do they tell their whole tales after a certain level?[/QUOTE]
They spill their tale after certain amount of levelups. (I seem to recall it taking 3 level ups for an entier chapter story)
So you don't need them in your party as you level up, but can go and talk to them after you have leveled up some.
So I normally do it by keeping one guy in party (in the OC - it was Daelan) and picking up quest items for the remainder henchmen. Then when I've leved enough I'll go and pick up each henchmen and complete their quest, and pick up Daelan again and move on.
Cheesy - but it works
Anyways - as for:
[QUOTE=Galuf the Dwarf]Ok, about the henchman quests again: Do these you actually have to progress the tales as your character levels up, or do they tell their whole tales after a certain level?[/QUOTE]
They spill their tale after certain amount of levelups. (I seem to recall it taking 3 level ups for an entier chapter story)
So you don't need them in your party as you level up, but can go and talk to them after you have leveled up some.
So I normally do it by keeping one guy in party (in the OC - it was Daelan) and picking up quest items for the remainder henchmen. Then when I've leved enough I'll go and pick up each henchmen and complete their quest, and pick up Daelan again and move on.
Cheesy - but it works
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- Galuf the Dwarf
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Yeah, I did consider that (thanks to playing 'The Temple of Elemental Evil' a while back), but honestly, I've found that the 16 Charisma has done just as much for my reflex save as having 12 Dex and 14 Charisma AS WELL AS *minor spoiler for other starting players*helping with my turn undead attempts for the Beggar's Nest district (which I just completed last night.Xandax wrote:To your first question -although I'm late - I'd gone with 12 dexterity because even the most heavy armor in NwN allows for +1 dex AC
Like you said, it sounds cheesy but effective ( ), although I just want to make sure I understand you correctly: They'll all give their whole tales in one sitting at about lvl 6 (which I'm coming up to now)?They spill their tale after certain amount of levelups. (I seem to recall it taking 3 level ups for an entier chapter story)
So you don't need them in your party as you level up, but can go and talk to them after you have leveled up some.
So I normally do it by keeping one guy in party (in the OC - it was Daelan) and picking up quest items for the remainder henchmen. Then when I've leved enough I'll go and pick up each henchmen and complete their quest, and pick up Daelan again and move on.
Dungeon Crawl Inc.: It's the most fun you can have without 3 midgets and a whip! Character stats made by your's truly!
I've always taken the tactic of having a party member for five seconds just to advance their personal quests.
It may be level 6 or possibly level 7. If you've only just finished the Beggar's Nest and have been following the game's suggested order - Peninsula, BN, Blacklake and Docks, then I'd think that you need to be of a higher level, they don't reveal their entire stories that quickly.
It may be level 6 or possibly level 7. If you've only just finished the Beggar's Nest and have been following the game's suggested order - Peninsula, BN, Blacklake and Docks, then I'd think that you need to be of a higher level, they don't reveal their entire stories that quickly.
- Galuf the Dwarf
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I can confirm it's level 6. Just reached that today. I tried talking to Tomi while we were going through the big place in Blacklake district today, and voila! Tomi gave me the tale end of his quest!
Not only that, but I was able to go through the whole kit and kaboodle with all the other henchmen (except for Daelan, who I'll work on soon enough)!
Oh happy day! *lets out an exultant cheer and begins doing a russian cossack dance*
Not only that, but I was able to go through the whole kit and kaboodle with all the other henchmen (except for Daelan, who I'll work on soon enough)!
Oh happy day! *lets out an exultant cheer and begins doing a russian cossack dance*
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- Galuf the Dwarf
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Speaking of Chapter 2, as of yesterday I made it to the final area of Chapter 1.
The only problem is *highlight for MAJOR spoilers* My paladin - boosted up to 18 charisma and at lvl 7, can't seem to destroy most of the undead that Desther has around him. I can kill the ritual creatures, but the other undead (particularly the skeleton warrior) that remain and Desther himself are a problem.
Overall, Tomi and I are getting clobbered, especially since the big bad guy does occasionally summon more undead. Should I consider a different henchman (likely Daelan or Linu)? Also, I can't use my Stone of Recall on that floor, and if I do, I can't get any more equipment or henchmen.
What do I do?
The only problem is *highlight for MAJOR spoilers* My paladin - boosted up to 18 charisma and at lvl 7, can't seem to destroy most of the undead that Desther has around him. I can kill the ritual creatures, but the other undead (particularly the skeleton warrior) that remain and Desther himself are a problem.
Overall, Tomi and I are getting clobbered, especially since the big bad guy does occasionally summon more undead. Should I consider a different henchman (likely Daelan or Linu)? Also, I can't use my Stone of Recall on that floor, and if I do, I can't get any more equipment or henchmen.
What do I do?
Dungeon Crawl Inc.: It's the most fun you can have without 3 midgets and a whip! Character stats made by your's truly!
To add to Avid's point, Aribeth's story can also be revealed and it's probably worth looking into.
As for your Desther problem...use blunt weaponry against skeleton types, try to lure off as many as you can without getting Desther's attention (missile weapons can work for this purpose). The ritual creatures give Desther a huge amount of protection so deal with those early on, if you have the capability of casting a damaging area effect spell even if it's by wand or item then use that to take out the creatures. If you can summon any support do that too.
Then it's the usual story, use protections and bonuses granted by spells (Divine Favour is always a very useful spell for Paladins) and attack Desther until he surrenders - which will be earlier than you expect because he has an enormous amount amount of HP IIRC - I think he has ~1000 and you need to deal around 100-250-ish.
As for your Desther problem...use blunt weaponry against skeleton types, try to lure off as many as you can without getting Desther's attention (missile weapons can work for this purpose). The ritual creatures give Desther a huge amount of protection so deal with those early on, if you have the capability of casting a damaging area effect spell even if it's by wand or item then use that to take out the creatures. If you can summon any support do that too.
Then it's the usual story, use protections and bonuses granted by spells (Divine Favour is always a very useful spell for Paladins) and attack Desther until he surrenders - which will be earlier than you expect because he has an enormous amount amount of HP IIRC - I think he has ~1000 and you need to deal around 100-250-ish.
- Galuf the Dwarf
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[QUOTE=Ravager]To add to Avid's point, Aribeth's story can also be revealed and it's probably worth looking into.
As for your Desther problem...use blunt weaponry against skeleton types, try to lure off as many as you can without getting Desther's attention (missile weapons can work for this purpose). The ritual creatures give Desther a huge amount of protection so deal with those early on, if you have the capability of casting a damaging area effect spell even if it's by wand or item then use that to take out the creatures. If you can summon any support do that too.
Then it's the usual story, use protections and bonuses granted by spells (Divine Favour is always a very useful spell for Paladins) and attack Desther until he surrenders - which will be earlier than you expect because he has an enormous amount amount of HP IIRC - I think he has ~1000 and you need to deal around 100-250-ish.[/QUOTE]
I do take out the ritual creatures, and I know I only have to do around 100 to 300 damage. It's just that the other things start attacking like mad. No matter how many buffs I put on myself (mostly stat buffs, bless, and barkskin), that Summoned Skeleton Commander just beats my character up.
I do summon a dire boar (via a wand), but that thing tends to go down fast. Area-of-effect items are something I've never found no matter how hard I tried.
A blunt weapon may help. Dunno how much, though. I don't always get a chance to rest, and not at all where I currently am. I hate to backtrack (even though I have all the right files to do so) for these reasons):
1) I may miss out on some of the better loot I got, which almost took hours to get.
2) I hate to swim through lots of dialogue and the like to get ot key points.
No, I'm not trying to (really) put you down or anything, Rav. I just don't feel really up to doing a lot of changing around right now. I'd rather forge ahead than keep backtracking.
As for your Desther problem...use blunt weaponry against skeleton types, try to lure off as many as you can without getting Desther's attention (missile weapons can work for this purpose). The ritual creatures give Desther a huge amount of protection so deal with those early on, if you have the capability of casting a damaging area effect spell even if it's by wand or item then use that to take out the creatures. If you can summon any support do that too.
Then it's the usual story, use protections and bonuses granted by spells (Divine Favour is always a very useful spell for Paladins) and attack Desther until he surrenders - which will be earlier than you expect because he has an enormous amount amount of HP IIRC - I think he has ~1000 and you need to deal around 100-250-ish.[/QUOTE]
I do take out the ritual creatures, and I know I only have to do around 100 to 300 damage. It's just that the other things start attacking like mad. No matter how many buffs I put on myself (mostly stat buffs, bless, and barkskin), that Summoned Skeleton Commander just beats my character up.
I do summon a dire boar (via a wand), but that thing tends to go down fast. Area-of-effect items are something I've never found no matter how hard I tried.
A blunt weapon may help. Dunno how much, though. I don't always get a chance to rest, and not at all where I currently am. I hate to backtrack (even though I have all the right files to do so) for these reasons):
1) I may miss out on some of the better loot I got, which almost took hours to get.
2) I hate to swim through lots of dialogue and the like to get ot key points.
No, I'm not trying to (really) put you down or anything, Rav. I just don't feel really up to doing a lot of changing around right now. I'd rather forge ahead than keep backtracking.
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Oh, I don't blame you, I don't like backtracking much either.
It's just a little hard for me to advise you without knowing the kind of stuff you do possess. I act like a pack rat in these games refusing to give up magical weapons unless I have more than I could use at the same time or am hopelessly encumbered, that gives me more options for these battles generally.
I think I've had problems with that Summoned Skeleton Chieftain before myself. In those cases a Haste potion is also useful (though you're probably using those anyway). It could be possible to attract Desther's attention, causing him to cast a spell then retreat out of the distance of whatever the result is, if you could then rest whatever he has summoned should vanish and he is more unlikely to summon another. Other than that, you should be able to recognise the spell animation for when he is summoning a creature - if you have any way of increasing your possibility to hit - Divine Favour, Bless, a wand of Magic Missiles, anything like that - use it in an attempt to disrupt his casting.
I think there's a kid on the bottom floor of Helm's Hold who acts as a merchant. You could buy a magical blunt/crushing weapon, that would require a lot less backtracking and be far more effective against any kind of Skeleton than a slashing/piercing type of weapon.
It's just a little hard for me to advise you without knowing the kind of stuff you do possess. I act like a pack rat in these games refusing to give up magical weapons unless I have more than I could use at the same time or am hopelessly encumbered, that gives me more options for these battles generally.
I think I've had problems with that Summoned Skeleton Chieftain before myself. In those cases a Haste potion is also useful (though you're probably using those anyway). It could be possible to attract Desther's attention, causing him to cast a spell then retreat out of the distance of whatever the result is, if you could then rest whatever he has summoned should vanish and he is more unlikely to summon another. Other than that, you should be able to recognise the spell animation for when he is summoning a creature - if you have any way of increasing your possibility to hit - Divine Favour, Bless, a wand of Magic Missiles, anything like that - use it in an attempt to disrupt his casting.
I think there's a kid on the bottom floor of Helm's Hold who acts as a merchant. You could buy a magical blunt/crushing weapon, that would require a lot less backtracking and be far more effective against any kind of Skeleton than a slashing/piercing type of weapon.