Thread: Cold Wights
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Old 10-15-2004, 03:07 PM   #27
Aerich
Lord Ao
 

Join Date: May 27, 2004
Location: Canada
Age: 43
Posts: 2,061
Quote:
Originally posted by Silver Owl:
Calagari,

I've been reading your posts about being a new to the Forgotten Realm games. Here's my newbie tale.

I rolled my party last night and was in the tavern. I took the party down to kill the bugs. Being new to the game engine and all the buttons, I accidently had my party kill my paladin. He was dead before I realized it. [img]graemlins/lol.gif[/img]
That's all right, everybody has newbie mistakes when they start. I didn't read the manual before I started playing, and got wiped out by the goblins just outside of Easthaven a few times until I discovered Pause.

Just one more addition to the strategy discussion: you can cast Skull Trap into Webs, and as soon as a creature saves and starts to move, it will blow. Same works for the Glyph of Warding, although if you're short of 3rd level clerical spell slots, Animate Dead, Protection from Fire, and Prayer are generally better options. With creatures stuck in Webs, you have a little more time to judge the correct placement of area-effect spells and get the most bang for your buck.

Edit: Skull Trap is very valuable, because a) I think it does magical damage, which very, very few creatures have any resistance against, and b) it has no upper damage limit based on levels and c) because you can use it to set static traps.

If you ever have a bard, make sure to give ST to the bard (more vital than Fireball, in the long run), because a bard's casting level (effective mage level for spell damage, duration, etc) goes up every bard level. That means you get equivalent results for less HP than a mage, and casting level will generally be higher with a bard than with a mage.

[ 10-15-2004, 03:15 PM: Message edited by: Aerich ]
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