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A few answers frome the druid union. 09/20/2005, 16:05:57 |
1. Black potions are not the reason to bring a druid along. It is nice to have somebody who can mix white potions for the flame tests and challenges, and it is nice if your haste potions does not run out in the middle of a melee. It is also a good idea to have a second healer around. Druids are also very useful if you come across medusas, with the right equipment and two spells you don't have to worry too much about the medusas' spells. The real advantage with druids is their GM meditation, it's amazing what they can do with all those spellpoints, until then they are surprisingly good fighters with two daggers. 2. About merchant, I always give everybody the skill as soon as possible, it only costs money after all, but then only the cleric puts any skill points in it, up to level 10, and there are more important skills for her. I recommend meditation to all spellcasters. 3. I don't know much about knights, they are not very useful in magic heavy parties, If he/she can learn disarm trap put a lot of (or at least some) points into that. And somebody should learn repair, even if the druid can mix some useful potions to handle some of that problem. 4: Yes clerics should get GM body magic. And don't be to sure he/she won't be fighting. 5. What, your sorcerer isn't putting everything into water magic? Water has some really nice spells later on. It is not a good idea to put everything into one magic scool. Some monsters are immune to whatever magic you are specializing in. 6. I'm sure you will be able to find a lot of secrets without perception, let's just hope you have saved the game before you do I've probably forgotten a lot of helpful advice, but I don't want to reveal too much. |
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