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Old 12-16-2001, 01:16 AM   #1
Davrem
Elite Waterdeep Guard
 

Join Date: December 12, 2001
Location: Ottawa, Canada
Posts: 14
I see a lot of posts about people wanting to recruit characters that will go with them to the ends of Dominus and back...they all will with the proper persuasion...namely force.

The trick is this...in a few easey steps:
1) Enter the area in question after releasing your friend to wherever they started.
2) Run in a few steps and Set a portal
3) Get them back into your party like nothin's up
4) Return to portal and watch the looks on their faces when they realize you screwed them over [img]smile.gif[/img]

Sirtech has programmed voices and sayings in anticipation that someone would figure this out...and if you can deal with the insane frequency of the complaints they bombard you with, they will stay grouped with you wherever you go.

They are programmed to leave you ONLY at the zone line to each area they don't like...once inside...they are so scared of the zone that they stay with you (since in Vi's case it's always childhood fears that inhibit her from entering zones) [img]smile.gif[/img]
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Old 12-16-2001, 01:41 AM   #2
April Ryan
Dungeon Master
 

Join Date: November 23, 2001
Location: Singapore
Posts: 53
but i heard they are sort of "hexed" right? they don't hit as much or as good as before? true or not?
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Old 12-16-2001, 01:46 AM   #3
Demosthenes
Elite Waterdeep Guard
 

Join Date: December 5, 2001
Location: Santa Barbara, CA
Posts: 10
After being forced into an area, the NPC's skills all turn red and are at like 50% effectiveness. Really not worth the trouble. Better to go alone I think.
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Old 12-16-2001, 01:47 AM   #4
vesselle
Hathor
 

Join Date: April 6, 2001
Location: the desert
Posts: 2,296
absolutely true, april.
they have a permanent "hex" spell on them, until you let them leave. and that really cuts down on their battle performance, not to mention what they dish out!
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Old 12-16-2001, 01:48 AM   #5
Davrem
Elite Waterdeep Guard
 

Join Date: December 12, 2001
Location: Ottawa, Canada
Posts: 14
Yes Combat effectiveness drops...but I pay that price easily when considering the xp they get on the journey...that and its at least one more hit...if a meager one it be, on the enemies.
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Old 12-16-2001, 01:54 AM   #6
April Ryan
Dungeon Master
 

Join Date: November 23, 2001
Location: Singapore
Posts: 53
quote:
Originally posted by vesselle:
absolutely true, april.
they have a permanent "hex" spell on them, until you let them leave. and that really cuts down on their battle performance, not to mention what they dish out!




ahhhhhh... i knew sirtech wouldn't be so kind [img]tongue.gif[/img] i rather leave them alone then forcing them in.. u may end up healing and resurrecting them [img]graemlins/laugh.gif[/img]
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Old 12-16-2001, 03:40 AM   #7
kriegstanz
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Join Date: December 16, 2001
Location: toronto
Posts: 1
There's a much easier way than this, that you can do before getting the portal spells. Run around the area before the "threshold", until the character's stamina is drianed so far they pass out.

Then, cross the threshold, and the NPC won't try to leave because they're KO'd. [img]smile.gif[/img]
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Old 12-16-2001, 04:11 AM   #8
vesselle
Hathor
 

Join Date: April 6, 2001
Location: the desert
Posts: 2,296
~~kriegstanz~~

agreed!
however, the problem isn't getting them there. the problem is that once there, they are totally ineffective and they start to dislike you very much. which could translate into problems later on.

when their battle-readiness drops to 50%, why bother? especially if you have to listen to them complain non-stop or, worse, cry and whine and plead and threaten, etc. etc.

when they go sullen, watch your back!
ever have vi "accidentally" poke you in the back with that polearm of hers?
LOL! she's suddenly much more effective when she's attacking you, compared to when she fights the baddies.
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