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Old 07-26-2002, 04:38 AM   #1
Avatar
Vampire
 

Join Date: April 28, 2001
Location: Cambridge
Age: 40
Posts: 3,877

Sorry I find the manual so darn useless!
Thanks for the help!

1/ How do I see stats for my familiar??
2/ How do i tell a mage henchmen to cast spell (this is the guy in the Prelude. Yes I am still in the Prelude )
3/ How do switch off the dice roll info in the text box, if i can at all?
4/ Can pure wizards eventually use armour with the correct skills?
5/ Do the familiar HP increase over levels? How do I view familiar stats during game play?
6/ Is there quicksave???????????
7/ Elves get +2 Dex and -2 Con are these adjustments or actual ability stat changes? I mean you know how a high dex of 16 gives you +3 adjustment. Does it raise Dex to 18 or raise adjust to +5?

[ 07-26-2002, 05:23 AM: Message edited by: Avatar ]
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Old 07-26-2002, 05:01 AM   #2
Glorfindel
Ma'at - Goddess of Truth & Justice
 

Join Date: January 9, 2002
Location: Mt. Gambier, Australia
Age: 36
Posts: 3,337
1. yes... examine the critter.
2. Nope sorry you cant get them to cast specific spells.
3. Yes but they get a possible spell casting failure
4. yep
5. yes its 'G'
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Old 07-26-2002, 05:09 AM   #3
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Vampire
 

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You misread Question 3 G. But thanx so much for the other info! ANy idea how I can make up my own NPC (s) to join my party? Also Is it for sure that I can only have 1 henchman?
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Old 07-26-2002, 08:05 AM   #4
Tobbin
Red Dragon
 

Join Date: March 1, 2001
Location: Holiday, FL
Age: 56
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Quote:
Originally posted by Avatar:
You misread Question 3 G. But thanx so much for the other info! ANy idea how I can make up my own NPC (s) to join my party? Also Is it for sure that I can only have 1 henchman?
There is a way to have more than one henchman, but it is not recommended as there could be "bugs" with it. You can use the DM client and go into the module (after you save it of course). Then select a henchman and then "possess" him/her. You then become a valid p/c (so don't go around triggers or they will go off). You can talk to another henchman and "hire" them. You then unpossess the character and resave. Go back in as a regular PC and when you hire the henchman you "possessed", the other henchman will go along with you.
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Old 07-26-2002, 08:10 AM   #5
Tobbin
Red Dragon
 

Join Date: March 1, 2001
Location: Holiday, FL
Age: 56
Posts: 1,507
Quote:
Originally posted by Avatar:

Sorry I find the manual so darn useless!
Thanks for the help!

1. Already mentioned, you just examine them.
2. Henchman are not directly controllable.
3. This is listed under options, but I am not in front of game or manual, will update later.
4. You can use armor, but the possibility of spell casting failure is greater. Best to get mage armor/items rather than regular.
5. Yes, they go up as you gain levels, but I think it's like every 4th level or something.
6 This already was covered. It's "G". Not sure why they did that. LOL
7/ This will adjust the total number (not adjustments). If you create a character that has 14 to CON, it will end up 12.
[ 07-26-2002, 08:11 AM: Message edited by: Tobbin ]
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Old 07-26-2002, 08:52 AM   #6
AndyG
Elminster
 

Join Date: June 20, 2002
Location: Manchester, CT
Age: 55
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Note that the henchman in the Prelude is a fighter. You referred to him as a mage. Most spell casting henchmen will cast all their spells in the first two or three fights. The only thing you'll wish you could tell them is to not cast spells, but you can't do that.

The exception to this is healing spells. You can tell your henchman to heal you, and they will do so if they can. Most of them have no way to heal you. The cleric and the bard are the only ones that do.
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