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I wouldn't tackle that just now. (Some advice, but no large spoiler.)
02/04/2015, 18:05:36

    Ramillies writes:

    Certainly I needn't tell you that dungeons are always tougher (sometimes way more) than the outdoors. Also in one of the temples on Bootleg Bay islands, there is a big room with band of monks, who, upon being defeated, call a minotaur king. You can probably imagine what would follow if your level 9 characters got under his axe [ 861 HP, 63 - 81 melee damage and 20% chance to throw a Finger of Death at 14 ( = 14% chance of killing a character outright) ].

    I believe it's still good to stick to NS & Ironfist in this stage. Goblinwatch and Abandoned Temple of Baa are not very difficult (contrary to what was written above) and definitely worth clearing. Although Goblinwatch is only a "starter" dungeon, it's pretty complex. Make sure you have entered everything. You should visit the nicely paved rooms of stone as well as the dirty underground. Lots of monsters and loot there.

    Abandoned Temple of Baa is a pretty straightforward dungeon. If you don't mind being poisoned and diseased all the time, it's well worth a visit. Also there are quite a few quests bound to various places of this Temple, and these could provide you with some nice starting money.

    Bats and bloodsuckers are poor opponents for training. Cobras and spiders (foundable in the Temple) and goblins (in the Goblinwatch) give you way more experience and gold.

    Also in Goblinwatch there is maybe a single non-human occupant of a house. It's a rude goblin and you can talk with him about humans . But you must go there before you fulfill the Goblinwatch quest from the town hall -- as soon as you do it, the rude goblin gets replaced with a grateful human sentry .

    When these are done, I would move to Ironfist. Lizard archers yield very nice rewards for killing. After you get some more level-ups, I would recommend to investigate the Lesser Temple of Baa (or how is that thing called) -- but be very careful! It's very nice, sizeable and treacherous dungeon, with traps and difficult Baa priests (not the puny followers!) and hordes of skeletons. Similar things hold for Dragoons' Caverns -- lots of thugs, and thugs can put up a lot of resistance. I wouldn't enter Shadow Guild Hideout at all in this stage -- you play a magic&bow-heavy party and the dungeon is very confined and full of robbers who would tear you apart from close quarters with their knives.

    Then there are some more in the Ironfist area, but these are definitely to be skipped for now (Corlagon's Estates, Snergle's Iron Mines) even if you got a way of entering them.

    P. S.: Maybe you know all of this. I just wanted to sketch what would I concentrate on this early in the game. I'm aware of the fact that this is a somewhat uncalled-for advice. If it doesn't help, just ignore it.





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