Thread: Cold Wights
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Old 10-14-2004, 07:12 PM   #21
Calagari
Manshoon
 

Join Date: October 5, 2004
Location: God's Country Va.
Posts: 198
I made the trek back to Kuldahar and found many items on Oswald and Orrick. I also picked Conlans chest and got a great hammer. I did previously pick Arundels pocket and got the ring of free action, now I have 2 of those. I now have the protection from fire spell as well. I got a ring of protection +2 for my ranger to use in conjunction with the ring of free action. Now he should live a bit longer. I changed my mages spell books to reflect a few fireballs for each. With the new robes I got as loot just before I entered the 3rd area of Dragon's Eye I think I am ready now for battle. I do have the other spells you mentioned in the books ready to be used. I do have a pure mage and a thief/mage.

I have the oils in the quick slots ready to be used.

Nick suggested using some of Dundee Slayterns scripts. But once again I found myself having a problem with things like that. I downloaded the scripts.zip file and extracted it to my scripts folder. When I went to use them they didn't offer any text other then Custom Bard, pally, c/r etc. Will these work as shown or did I mess up something again? I couldn't find any explaination in the game of what the script would do. What I read of his scripts they sound very detailed and interesting. I really would like ot get them to work if possible.

I think the npcs will walk much faster now that all those items are removed from their pockets.


Quote:
Originally posted by Aerich:
Question for you, Calagari - did you pick any pockets in Kuldahar? There are some life-saving items on three NPCs (Orrick, Arundel, Oswald) - if you don't have them, that may account for some of your trouble. You may wish to trek back and get them - HINT: save before and after each attempt to pick pockets. If you fail, the victim turns hostile and so does the whole town. Same if you injure somebody.

If I only have one mage during mass-enemy situations like the ones in Dragon's Eye, I use the majority of my spell slots for enemy-inhibiting spells - especially Web. I love that spell. If you can catch even half of the wights in it before they get to you, you're chances of survival go up a lot. You can also cast two Webs on top of each other or offset, so the enemies have to make two saving throws to get free or stay free. Spells like Prayer, Curse, and Chant will reduce opponents' saves.

Also, don't overlook the 3rd lvl mage spell Slow - you can buy it from Orrick, I think. Look at it carefully - hurts opponent AC and Thac0 by four, and halves movement rate and attacks per round - affected wights will only have one attack every TWO rounds. The spell is very difficult to save against, meaning your chances of affecting a significant number of them are quite good.

I assume you've found Protection from Fire now? 3rd level priest spell, cleric or druid. Hit the arrows on you priest spellbook, and memorize that ever-so-useful spell.

Edit: Another tip - if you don't have enough spellslots for all the great third level spells, Oils of Fiery Burning do the same thing as fireball, just throw them. (you can "lift" two from Oswald, and he has a stock you can buy)
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