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kilolima

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Tenderfoot Thahd

Tenderfoot Thahd (2/17)

  1. Thanks for the advice. I put several levels of priest spells on my archer and it's helped a great deal, especially as it seems that mind ward is basically useless so a second priest to un-daze characters is a life-saver.
  2. Great, thanks for explaining that. But it seems 1.1 is the last release of this mod? Drat! But my archer still seems uber-powerful, event without disciplines.
  3. It seems that when using the special skills for an archer character (of which there are only two for ranged weapons ) that the 50% damage bonus from long bows is not applied? Is this true?
  4. Hi, Is it worthwhile to add a 2nd priest or mage character if I already have one of each? In my current game on hard difficulty, my archer character always get to move first because of his very high dexterity. My fighter/priest usually gets to move last. Is it worthwhile to have the archer also invest some points in priest spells to cast early protections? As it is now everyone is either dead or severely injured before the priest gets a chance to cast a knock-back or heal spell! The party is composed of a fighter (dual swords), fighter/priest (poles), archer, and mage. I am using the Avernum Remix mod. Also, I've noticed that due to his very high dexterity the archer hardly ever gets hit, is it useful to increase this stat for the front-line fighters as well?
  5. well, that's too bad that shortswords and daggers are basically useless. Are they easily modded? What would some recommendations be for making them more useful?
  6. Do shortswords have any advantages over broadswords (which have a % chance for a neighbor attack damage)? What about daggers? Ideally, backstab would be limited to shortswords/daggers but I can see that in the game 'backstab' merely means an attack from the side or rear against an occupied enemy.
  7. Originally Posted By: Jerakeen You can switch anytime, though you may prefer to start over, since your skill and equipment choices may be different. OK, thanks! Although in this case my vanilla equipment/skill choices seem tailor made for this mod: javelins, bows, and poles... and I just thought my party were a bunch of under-achievers.
  8. Thanks, Randomizer! That's what I figured. Would be neat if the first aid skill could be made to be more useful... I don't know how exactly, maybe just be better to replace it with something else?
  9. Is it required to start a new game to use this mod? Just discovered, due to this thread, that on my first playthrough w/ vanilla I am using two weak character types: archer and pole-wielding priest! If I start a new game with 1.1, will I have to restart when 1.2 is released? Cheers! kilolima
  10. Is first aid a useful skill? It seems that potions or health spells perform the same function. If first aid is actually useful, is it better to have one character focus on it, or distribute points across multiple characters? Also, for the skills that add up between multiple members, like cave or magical lore, is there an advantage for a single character to have a high score all on their own? cheers, kilolima
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