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Old 09-12-2002, 11:34 AM   #61
tater
Dungeon Master
 

Join Date: July 9, 2002
Location: Texas
Age: 56
Posts: 60
Absinthe has never bitten anyone in her life. She's a total sweetheart. Loves everybody. Of the four ferrets I've owned, two never bit anyone, one had a habit of nipping my toes, never hard enough to draw blood, and one crawled up under my nightshirt once and gave me a nipple piercing. Only time he ever bit me. I still have no idea why.

Ferrets have as wide a variety of personalities as humans, some are friendlier than others. Also, how they deal with people depends a lot on how they're handled when they're young. They play rough as kits, and if you're not careful how you break them of play biting, they end up fear biting as adults.

The name is part of a tradition. It all started with a dog the color of whiskey. So she got named Whiskey. Since then, every pet I have owned has been named for an achoholic beverage. The current crop are Absinthe the ferret and Moonshine the cat.

And I long ago got into the habit of naming game characters after the pets, so a lot of my gaming parties end up looking like a bar list.

Think I should stick the next pet with Boogre Brew? [img]smile.gif[/img]
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Old 09-13-2002, 10:30 AM   #62
kev
Drizzt Do'Urden
 

Join Date: April 4, 2002
Location: North Western Australia
Age: 59
Posts: 670
I suggested Boogre for WillowIX's puppy but she found another name that she liked better. I think it would be a good name for a large dog especially a slobbery one like a mastiff.
My kids ferrets are good now, it was only as kits that they bit. I still dont trust them when they find their way into my bed, mistakes have been known to happen & I sleep in the nick.
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Old 09-13-2002, 01:35 PM   #63
Bungleau
40th Level Warrior
 

Join Date: October 29, 2001
Location: Western Wilds of Michigan
Posts: 11,752
Ya know, each and every day, ya learn something new about people. Thanks for sharing, Kev
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Old 09-16-2002, 12:05 PM   #64
Radek
Red Dragon
 

Join Date: April 3, 2001
Location: Prague, Czech Republic
Posts: 1,586
So I am back. The flood in my country caused that I lost my access to internet but I weeped enough long for getting it back out of order. I am always playing a solo character so that I can give some advices:
1. All magic schools contain some extra important spells. Well, your solo character can play without some magic schools but you will suffer. It's always a good idea to gain all magic schools. That means that you have to start as A MAGE. Otherwise you lose Stone Magic.
2. In the initial stages of the game, you will be very weak. You will have 20 mana points at level 1, therefore, you'll be able to cast 2 Burns or Shocks before you run out of mana. Also, your 8 HP and AC 3 or so cannot be overlooked. Remedy: run back to the town. Every time you enter the town, all your mana is replenished. Fire your 2 Shock, run to the town, return, fire next 2 Shocks, and so on. The monsters do not regenerate HP in the meantime! This will improve as you gain levels.
3. Use guild hopping and change roles as soon as posible. Once you can become a samurai, pretend to change roles, join the Warrior's Guild, and cancel the samurai training. Once you are a member of the Warrior's Guild and can become a paladin, pretend to change roles, join the Temple, and cancel your paladin training. This will enlarge your training possibilities. Once you are enough strong to finish the role changing quest for a class with a new magic school, do it immediately. You will gain new magic school. Always keep in mind that Reset Adventures clears your role history so that you'll be able to gain every role again if you'll need it.
4. Train in guilds hardly. You will need the following skills at least: all magic schools 7, your belowed weapon 12, Sorcery 12, Traps and Locks 12, Athletics 12, and Blessings 12. Of course, there are more skills that you should train but the skills listed above are the "must have" skills. Not enough money? And what about the "Inn Feature" or the Flechery trait?
5. Don't forget that some quest items survive the Reset Adventures. Among others, the following quest items survive Reset Adventures:
a) Kerielle's Potion
b) Orb of Clarity
c) Ardibren's Keepsake
Usage:
a) Kerielle's Potion. Gain the Algamesh Amulet. Give it to Kerielle. You'll be given the potion. Reset adventures. The potion is yours and you can gain the amulet again. Therefore, you can enter the Snake Temple with the amulet protecting you from the poisoning but you will have the potion for Xydusa, too.
b) Orb of Clarity and Ardibren Keepsake. Gain these items and reset adventures. Both items are yours. Now, you can proceed in the Mages Guild to guild level 4 quickly. Finish the Talrik Teporn quest, take the Orb of Clarity quest and give your Orb of Clarity to the guildmaster. Guild level 3. Travel to Ishad N'Ha, take the Ardibren Keepsake quest and give your Ardibren Keepsake to the guildmaster. Guild Level 4. This improves your training capabilities in the Mages guild considerably. You gain new Orb of Clarity and new Ardibren Keepsake during the game so that you can keep them and reset adventures again...
6. Note that Ardibren Keepsake can be blessed for AC. If you don't plan 2 weapons then the blessed Ardibren Keepsake is perhaps the best thing that can be put in your shield slot.
7. The Ishad N'ha trick. It is clear that you will need to train extensively. Can you speed your training up? Yes, you can.
a) Become a barbarian and reset adventures. This clears your role history and you can gain any role again.
b) Fight your way to Ishad N'Ha. Complete the following quests as a barbarian:
- The Xydusa quest, the scroll of Galian quest and the Jathil quest. You will be guild level 6 in the Temple and you will have enabled the Jathil quest bug.
- The Ghost of Gliebott quest and the Invitation of Stouts quest. You will have guild level 5 in the Warrior's Guild. Among others, the Stunning Blow trait will be offered to you because you are a barbarian. Take the trait! Very useful!
- The 10 Gold Serpins quest and the Ardibren Journal quest. You will be guild level 3 in the Thieves Guild.
- Lower the drawbridge in the Shurugeon Castle.
c) You are guild level 6 in the Temple, guild level 4 in the Mages Guild, guild level 5 in the Warrior's Guild and guild level 3 in the Thieves guild. MANY useful skills and traits are offered to you. Start changing roles!
a) Take the Ninja role. You can finish the quest immediately because the drawbridge is already down. Use the Jathil quest bug (every time you enter the Temple, you are rewarded for the quest again) and enter the temple repeatedly until your ninja gains level 4. Train every time you gain next level. Now, you are level 4. Level 5 is enough far so that you can afford to leave Ishad N'Ha and kill few monsters without fearing that you will "overdo" your experience points and that you will level up twice at once and lose a training oportunity. Gain levels and train in all guilds every time you level up. Once you reach level 8 or so - and you will reach it very soon - change roles again. (Make sure that you have all 3 teleporting spells.)
b) Become a paladin and do the same: First, the Jathil quest bug, then leave the town. Train, train, train... Do not overlook the Crusade trait, which is offered only to paladins. Take it! Another very useful trait!
c) Next roles available to you: ranger, samurai, warlock, and bard. Do the same. Take them all and train to level 8 or so in all of them. Together 48 levelings up times 5 guilds equals 240 training possibilities. 240 training possibilities at high guild levels. Sure, it's also 240 skill points. One more such training session (after Reset Adventures, becoming a barbarian again and next reset adventures) and nobody will be able to teach you anything.
8. You are a god. It's time to select your final role, to gain it, and to reset adventures for the last time. Nothing can pop up, challenge you and survive it. No chest is safe from you (except those two level 12 locks if you aren't a thief class - but you have the Disarm Traps spell, haven't you). At the end of the game, you will be level 75 - 80.
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Old 09-17-2002, 05:29 AM   #65
kev
Drizzt Do'Urden
 

Join Date: April 4, 2002
Location: North Western Australia
Age: 59
Posts: 670
An excellent rundown Radek,
I am using most of the things that you said except for the resetting.
At present Loumistro is in Brimloch doon having gone through the dragon spire as a Bard to train up the moon magics, they make it easier to get back from Ishad na on future visits. Now he is a ranger to take advantage of the flechery trait. It is getting too labourous to generate gold without it.
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