jacksin125
Regular
Also, can I recruit iron golems If I take over the mage city rather than befriending their faction?
Yes, the point is to control a city with the mage culture. Also, if you capture a city, any city and then migrate it's population to mages you'll be able to recruit golems from there as well.jacksin125 said:Also, can I recruit iron golems If I take over the mage city rather than befriending their faction?
Stores get more than the standard amount of money by buying things from them. If you have trouble finding a store with 5000 then look for something you need/want and sell it then.jacksin125 said:Where can I sell gems and gold for their full value? The mithril ingot's worth almost 5000, but I haven't seen a store with more than 2000
Lilly112 said:Ok, I really have to ask. How do I spawn the Immortals. On my Elf, they just randomly spawned and I didn't think I had done anything special, but on my mage, they aren't even coming and it's annoying.
SmurfInHell said:Lilly112 said:Ok, I really have to ask. How do I spawn the Immortals. On my Elf, they just randomly spawned and I didn't think I had done anything special, but on my mage, they aren't even coming and it's annoying.
They are a random spawn Wait it out
Lilly112 said:I'm on day 40, where as my Elf got them on day 12. q.q
I'd assume it can be in the weapon slot (keep in mind you cannot use every weapon slot as a wizard). With the current setup for spells, suggesting it to be equipped in hand when you are throwing fireballs (not something very possible... ).Lilly112 said:So, do I have to wear the Archmage Staff to get the bonus, or can I just keep it one of my four slots?
iStealth2387 said:If I'm looking to roll as a Cleric should I put some weapon points in throwing or would I be better off putting them in one-handed and/or two-handed?
SmurfInHell said:iStealth2387 said:If I'm looking to roll as a Cleric should I put some weapon points in throwing or would I be better off putting them in one-handed and/or two-handed?
Depends on a couple factors. Let me explain some of them.
1.) If you multi-class in a sense and have magic spells you won't have many weapon slots available. In that case it would probably be good to put a couple in throw for the magic spells / Your faith hammer.
2.) If you go full cleric then it might be a good idea to do something like One Handed, Two Handed, and a Throwing wep. This would allow you to have a decent variety at later levels, but it could strain your points early on.
3.) Will you be horseback or not? If you are, you might want to consider lances since they are quite effective as well.
IMPORTANT: If you play a roleplay aspect remember to keep that in mind. Example: Your character is of a faith which doesn't kill humans so you use maces (and thus barring you from things like lances or killing javelins) or concepts of that nature.
Let me show you some example setups:
Cleric that uses One Handed and Two handed mainly
Some Mace/Sword in first slot
A shield in the second
3rd or 4th slot could be a Two Handed Maul
Proficiencies: Mainly One Handed/Two-handed split on what you use most. Then any extra into throwing for when you decide to use your hammer of faith to throw (will be a couple of faith levels before you can do that)
Cleric that uses One-Handed and Throwing
Mace/Sword
Shield
3rd or 4th slot Throwing Javelins/Jarids ETC.
Proficiencies: Mainly One Handed and then a close second with throwing. The One handed / Hammer of faith (melee) would be your main weapon and the throwing could be good for Cav that try to charge you or to soften up weaker enemies. You could also throw it to running enemies or ones that are causing trouble for others.
Cleric that uses OneHanded and Lances
Mace/Sword
Shield
3rd or 4th slot has a Lance
Proficiencies: Will be insane on horseback to take off a ton of strong targets with the speed bonus (especially couched lance), and the faith abilities can keep you rolling. You'll want to split it between polearms and one-handed.
NOTE: You'll need to stretch skills a bit more into agility to get better horses so take that into mind.
OVERALL:
You can mix and match these ideas; E.G. Taking One-Handed, Shield, Lance, and throwing. Just be careful, early on it'll stretch your skill points and proficiencies. Also, be warned that I can't remember if summoning the faith hammer replaces one of the weapon slots like the mage spells do. It's been a bit.
iStealth2387 said:Wow! Thanks for the reply! I thought Clerics would need to put some points in throwing for some of their spells but I guess I won't need to put points in it if I want to roll a full Cleric.
About the roleplay portion, is there such a thing as a "Dark Cleric" who kills his/her enemies? (sorry don't really know much about DnD) I wanna be able to justify my character killing my enemies since I prefer to kill them rather than knock them unconscious.
SmurfInHell said:NPCs will equip spells via a script instead of using the item slots, so for them only the first weapon slot will be fixed, the other 3 will be equipped with spells. So far from the companions, only Rasreira and Aedan may cast mage spells. I will add an option for converting other NPC companions to a mage class later (affected by that script, that is).
Lykurgos said:Most grateful for help to further understand Companions as Mages and Clerics -
1. For Companion Mages, is it necessary to ensure that only their first weapon slot is filled and the remaining 3 vacant in order to enable them to cast spells?
2. For Companion Clerics, is it necessary to leave any of their weapon slots vacant to enable them to use cleric spells?
3. If Mages or Clerics are equipped with any kind of ranged weapon will this compete for usage with their spell casting? For example, if a Cleric has a Crossbow and isn't out of bolts is that going to stop him or her from using ranged Cleric spells like Flamestrike?
Cheers!
SmurfInHell said:Lykurgos said:Most grateful for help to further understand Companions as Mages and Clerics -
1. For Companion Mages, is it necessary to ensure that only their first weapon slot is filled and the remaining 3 vacant in order to enable them to cast spells?
2. For Companion Clerics, is it necessary to leave any of their weapon slots vacant to enable them to use cleric spells?
3. If Mages or Clerics are equipped with any kind of ranged weapon will this compete for usage with their spell casting? For example, if a Cleric has a Crossbow and isn't out of bolts is that going to stop him or her from using ranged Cleric spells like Flamestrike?
Cheers!
1.) In terms of mages I would leave their slots vacant (at least 2 and 3 for thrown spells and a shield). Slot 1 could be used for a staff while spot 4 could be some form of backup melee weapon like a sword or such (though they could just use their staff in melee).
2.) Clerics rely more heavily on scripts, so they do not take up weapon slots 2 and 3 for casting, except the spiritual hammer which takes spot 4 as a magic weapon. So for clerics having only slot 4 open is totally fine.
3.) For mages it can compete with spellcasting, but I'm not sure the order of priority. As for the cleric they use scripts to check spellcasting. Instead of pulling out the spell to cast, they target one and use it (or group depending on the ability). So clerics would not be stopped from using their flame strike ability, but they may not get as close to use it IF they are spending their time shooting a crossbow.
Great questions! Hopefully Guspav could answer the part about spellcasting priority.
King Ragpar said:dO drow mages count as dark mages?
also how do you raise undead?