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Old 01-27-2006, 04:29 AM   #11
ZFR
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Join Date: February 14, 2002
Location: Ireland
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Does the morningstar (Morningstar of Holiness +3?) which adds extra clerical spells add extra spells for paladins also? If so it would be quite a nice weapon for the paladin too. Even though it is random, I remember getting it quite often, admittedly though relatively late (SE?). Still might be a good substitution if you are tire of using *the paladin weapon* every time.
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Old 01-27-2006, 06:12 PM   #12
javan
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Join Date: September 5, 2003
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I revamped the party slightly using some of the given suggestions...

I picked the longsword for the paladin as I had the traditional (stereotypical?) image of a knight-in-shining-armour going sword and board against the evil hordes.

I have nothing against axes per se; I just believe fighters should have crushing as well as piercing and slashing weapons. (Come to think of it, wasn't there a lopsided throwing axe in Dragon's Eye that did blunt damage? ... Nah, I'll take a blunt MELEE weapon.)

The next manual question: I created a half-elf Ranger/Cleric. If he does not use a shield does he get an extra attack per round with his mace or does it only work with long or short swords as per the manual?
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Old 01-28-2006, 01:16 AM   #13
Ultra Marine
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Join Date: December 27, 2005
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I think the extra attack per round works with all single handed weapon as long as the r/c doesn't use a shield.

Off topic a little: Does a pure ranger get the extra attack per round with the returning throwing axe?
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Old 01-28-2006, 03:20 AM   #14
Ultra Marine
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Quote:
Originally posted by Aerich:
You find magical axes on the last level of the big temple in the Vale of Shadows. However, you usually find a +1 longsword on the first level of the temple, which really helps to take out the first wight and mummy.
Is this random?

Given a solo paladin and magic weapon distribution during the game. I think the paladin should get 2pp in Sword, then in Mace, then in Axe, then in Flail. Why do you guys think?
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Old 01-28-2006, 03:56 PM   #15
Aerich
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Join Date: May 27, 2004
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The ranger and multiclasses including ranger get the extra attack when using any one-handed melee weapon with no shield equipped.

I don't know if a pure ranger gets an extra attack while using the returning throwing axe: all my pure rangers have been elves using bows and swords.

I'm fairly sure the +1 longsword in the Vale is not random. You find in the room with the access passage leading southeast from the big room on the first level. It also has a trapped corridor and a ghoul. I don't think the axes are random - I found several on each of my last three forays through there.

Maybe that distribution works fine for a solo paladin, but I would like to have a missile weapon in there. A solo character will have to run and gun sometimes in the early game, and it's hard to do that without a ranged attack. I don't think it's necessary to take mace. A regular flail will work fine against skeletal undead, and those 2 PP could go into sling, for example.

I'd recommend longsword, sling, flail, then axe. I might go with one in flail and one in axe first, then assign the other according to need, rather than maxing out PP in flail before taking any in axe.
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Old 01-28-2006, 04:12 PM   #16
Kyrvias
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Join Date: May 15, 2005
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I would recomend, for your party, that everyone be proficient in some kind of ranged weapon. Clerics use slings, mages throwing knives, fighters with a shield use axes, etc.

By the time anything even gets close to you, it'll either be dead, or really close.
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