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Everything posted by Curtis

  1. Well, the title seems self-explanatory. Celts get to use slings an unlimited number of times as long as they have 1 rock in inventory, but Romans run through javelins like sand through a sieve. What I'd like to do is add 2 javelins (pila) to the three non-specialists between fights, and add 6 to the javelin specialist. Unfortunately a) I can only figure out how to add Blessed javelins, and I don't want them to be that high-powered, and b) It looks like I can only add 1 to each character. So, how do I add multiple javelins at a time, and how do I add bog-standard javelins? EDIT: It probably doesn't matter, but I should point out that in the nearly four years since I last posted here I've transitioned… from Mac to Windows.
  2. Thank you both. I guess I'll stick with torment for now and see how it progresses.
  3. Sadly, I'm at a point where reloading simply isn't useful for at least one encounter per major location… and some wandering wilderness encounters. No matter how prepared I am, some creatures (those huge wolves, Lost Souls, one room of Fomorians, one wandering group of Wights) just kill me before I can inflict any noticeable damage. It doesn't help that undead are immune to cold spells (perfectly logical), but that they can kill a character (or more) per round after I've done the Beast Ceremony and am wearing armor that eliminates 70% of their damage. (Yes, I'm calculating the reduction properly, using a calculator to multiply remaining percentages, not just adding up the bonuses.) So, maybe I'm missing something. In some Spiderweb games Shields are additive, but I didn't see a note to that effect for N: R. If I lay on two or three layers of Beast Ceremony or Shield, will that improve survivability? If not, what's your standard preparation for an encounter you know will be a killer?
  4. Thanks to both of you for responding. I'm trying to decide whether I really want to dial back to 'tough' (which is the difficulty I used as Romans), or if I should try to stick it out at 'torment'. t seems as though at 'torment' I'm going to have to go back and hit a lot of these places a second time. Which dificulty did you guys play at?I
  5. Well, I figured it out, and I feel like an idiot. I had the game set to 'Torment'; I thought I was playing on 'Tough'. Problem: I changed it to 'Tough', but now it's re-set to 'Torment'. I'm not seeing a 'save settings' button. Well, at least now I understand why it's more difficult this time through. Note that I also changed 'Ask at startup whether to change resolution', and THAT has stayed how I set it, so it's not like all of the changes re-set, just Difficulty. Weird.
  6. You're good at this! There it is, near the top of a large box on the right, just above "Turn Off Character Editor"; I was looking for it outside the box, near the "Done" button. Just goes to show that you shouldn't think outside the box. Thank you.
  7. No option to save appears, and I'm never asked to provide a file name. The save function works perfectly when I save in-game, but I can find no save function for the character editor.
  8. Pretty much what the subject line asks. I can edit. When I hit 'Done' it tells me that my work won't be saved. It isn't. How do I get it to save?
  9. Well, it worked, and I've suitably edited the walkthrough. Sadly, I'm not even close to tough enough to handle the two wolves at the end, so I'll have to mark this one as another I'll get back to later. They're really piling up. Speaking of piling up, now I'm in the upper level of the CroneCaverns. There wasn't anything I couldn't handle down in the Pits below, but on the entrance level the first thing I ran into was 3 Lost Souls (which the walkthrough mislabeled as much weaker Wights), and again I'm running for my life! I'm level 9 now and fully equipped, and these things can kill two characters a round, and I apparently can't hurt them. (It says I'm doing them mid-20s damage with a sling, but no red is showing up on their bars.) I'm at a loss here. I don't remember there being so many things that I couldn't handle when I last played as Celts. I was 6th level when the Crones tried to lure me to their place, and I put them off untill I could reach 9th, but it just doesn't seem to matter.
  10. Sorry, I didn't get a notification that you had responded. (Ah, I see. I didn't realize I had to activate 'Notify me of replies' every time I post; I thought doing it once set a preference.) The answer is no. As I beamed into the room there was already a crate against the north wall on the far EAST side, so I just left it there and shifted the other crate to the place just south of it and the barrel to the space just south of that. I'm leaving on vacation shortly, and I'll try your solution when I get back on Thursday. Thank you for responding.
  11. Well, I'm back. This is one I don't remember getting past as Romans. In the southwestern room of the biggest building (center north) there's a portal. As per the walkthrough, I pass through the portal, kill the two wights, pass through another portal and find the clue that reads "crate north, crate, barrel". I arrange the the crate, crate and barrel from north to south on the east side of the room, step through the third portal and… Do NOT end up in the big cross-shaped building in the center south. Instead I'm outside the previous building, just to the west. What am I missing? The Celtic Walkthrough just says, "…place 'crate/crate/barrel' from N to S, then go through the portal." Obviously there's more to it than that.
  12. Thank you. That's going to have to go on the list of places to go back to, then. (There's one room in Galag-Trav where I can't beat the Fomorians, so I'll have to stop back after I've leveled up a couple of times.) And thanks to Randomizer, whose memory is still better than mine. (I succeeded at this as Romans a decade ago.)
  13. Hi, I'm having problems following the Celtic Walkthrough. Aside from that, I'm in the Maze of Webs and can't find my way to two locations. I've marched all the way around both of them, trying to walk through the walls on every segment around each, and nothing gives. I've mapped their locations using Piercing Sight. Note that I'm not new to the game, though I only break it out every five years or so. The first is the isolated section in the northwest corner — the one I can hear the sounds of angry spiders coming from. Is this the 'nasty spider to the north' mentioned in the Celtic Walkthrough? If not, where is the nasty spider? If so, how do I get in there? Speaking of the walkthrough, I spoke with every Spider in the friendly spider section, and none of them mentioned going to kill a nasty spider (and it doesn't show up under 'Current Quests'). The second section is the one that connects to the ledge in the center of the maze that has the chest on it. How do I get up there? I have looted the corpse in the isolated section to the southwest, found the hidden herbs, and killed four nasty spiders in a hidden section to the southeast, allong with one wandering monster spider near the center-east of the maze. I have not spoken with the spider to the southeast of the spider area, as the walkthrough said to wait. What am I waiting for? I'm finding the walkthrough very difficult to understand. I hope someone can help. Merry Christmas, everybody. Curtis Cook
  14. When I played as Celts I found that metallic armor hindered me more than it helped, even with four or five levels of 'Armor Wearing' skill. With the Romans this was never an issue.
  15. As far as your 'one more question' goes, I'd love to know the answer myself. For both my Roman and Celtic parties I spent as many points on characteristics as I could, then filled in with skills after. That made them pretty well-rounds to start, and they were able to rise quickly in relatively inexpensive skill levels as they went up in character levels. I made a small exception for the druids, raising the circles, druidism and intelligence as high as possible and scanting all the rest. I think I remember my Roman druid also having some skill in first aid, but not to excess. I like your choices for traits, though I usually only have one mighty warrior/fast on his feet. I can understand why you'd make it universal for warriors. I prefer a little more roleplaying than power gaming. In my Celtic party the second warrior has faerie blood and faerie familiar, but that would hardly be appropriate for a proper Roman. I only vaguely recall, but I think my second Roman had toughness (resists damage) and good health (recover half your health once a day). It seems like my javelineer had strong back (to help him carry the javelins… and loot!) and beastmaster, but I didn't utilize his summoned beasts well, and that was a waste. If you're good at things like that, I'd suggest doubling up with beastmaster and faerie familiar, otherwise just leave them alone.
  16. Like you, I'm coming back to this game after a multi-year absence. Most of my previous experience was playing as the Romans, though I never got beyond the free preview section of the map. 1) I had one spearman and the rest swordsmen for their melee weapons. I used only javelins for the Romans (and only slings for the Celts). I found them to be very effective, but a considerable encumbrance. Note that I resented that Celts had unlimited ammunition for their slings, but javelins run out very quickly, so after every fight I'd 'Edit Character' to replace the javelins I'd lost. I did limit the number of 'special' javelins to whatever I'd discovered. For example, after I found five blessed javelins, I made sure to never carry more than five around at once. I just assumed I was reusing ones I found lying around after the battles. 2) I found that evasion works better for my Celt characters than it ever did for my Romans. In the case of the Romans, I went for the best armor I could find for three of them. Note that 'evasion' is also a useful tactic, and if you aren't adjacent to your opponent you can often walk backward three or four spaces, then turn and fire. Your opponents might have to undergo two or three volleys before they come to contact and can melee with you. Sometimes (especially on the outdoors maps) you can retreat too far and exit the field of battle, which is annoying. I wish there was some sort of boundary marking so you'd know when you were about to retreat too far. 3) If you can afford trainers, I would pay for training rather than use skill points. I never had that much money, so I saved it to buy the training I wasn't allowed to spend skill points on. 4) My Roman party consisted of three fighters and one druid. Two of the fighters were melee specialists with heavy armor — one with a sword and the other with a spear. Both carried a few (c. 3) javelins for softening up. The other was a javelineer with the third best armor. He carried 10-15 javelins, including all of the 'special' ones. He used a sword for melee, but if he became engaged, that meant I was in trouble. The Druid also had a blade of some sort (blessed dagger, ceremonial dagger, whatever), but I used him exclusively for magical support. I think he only got into combat three or four times (fighting one of the Black Beasts, against the Fomorians who live under the bridge, and in the Crones' cellar — maybe against the Dragon).
  17. All they say is "Wand of Bolts — Casts Lance of Fire". I see no indication of number of charges. Where would I look for that?
  18. I have two wands, but I'm reluctant to use them. How many times may a wand be used? I'm assuming there is some number of charges (whether fixed or variable), or some percentage chance that it turns to dust every time it's fired.
  19. So, which items require the Armor Use skill? My assumption is that clothing items (glove, tunic, cloak, shirt, pants, robe, stola, toga, boots, sandals) do not, regardless of how high their protection value. Likewise, I assume that anything with 'armor', 'shield', 'helm' or 'bracers' in the title, along with gauntlets, do require it. How close am I?
  20. If you carry some food around with you, you could just leave the adventure site (go outdoors) and camp briefly to recover power. I don't know whether that would also recover the special ability of regenerating half (rounded down) of your power. Thank you for your responses. I've now finished the Goblin Pits, except for two rooms on the third level that are behind forcefields. I'm going to have to wait until I'm MUCH higher level than 6th before I can survive that specter/ghost/whatever. He killed two of my characters in one round without my affecting him at all.
  21. The Nethergate version of Blessing is very cheap (2 power), but their version of haste costs 12 power, which is quite expensive even for my current 6th level characters, especially since it has a shorter duration than either Shielding or Blessing. Most of the time Haste is a luxury I can't afford, though I did just use it on two characters in my last fight. ince I'm usually fighting in doorways or narrow corridors, I'm finding it more cost effective to start by Shielding my tank, then Blessing the tank, followed by the other fighter. After that he could Shield the other fighter or Bless the healer (who provides some missile support), but usually he throws three flame bolts, and those spells give me more utility for my 12 power than briefly Hasting one fighter. I suppose I could try Hasting the combat druid. Would that allow him to throw two spells in a round? That could be useful.
  22. Thank you, Randomizer! Because you responded so quickly, I reward you with additional questions (anyone else should feel free to chime in): Are the Hags of Hagfen the same as the Three Crones? Corollary question: Is Hagfen the swamps that surround the Crones' hut? My Celtic group is comprised of two fighters and two druids. The druids have clothing (druid robes, trousers, gloves, boots), leather helmets and small wooden shields. They have no levels in armor wearing, and they both generate 4 AP/turn and move third and fourth. (Usually our opponents move after the combat druid and before the healer, but a few move before the combat druid.) The fighters each wear clothing (trousers, gloves, boots), an iron helmet, chainmail and a large shield — metal for the tank and wood for the other. They each have two levels in armor wearing. Until recently, the tank was pretty consistently getting 5 AP and moving first, and the other 4 AP and moving second. (Only one monster has been fast enough to slot between them.) Once I realized that the tank was absorbing about 60% of the damage inflicted upon the party, I switched his wooden shield for the other fighter's metal one. To reduce the load the healer was hauling around, I also switched helmets with him, which didn't affect the defense of either (both 6%), but added a couple of pounds to the tank. Now the tank is alternating between 3 and 4 AP, though still moving first. Since he's at the front of the group, this is humbugging me. I'm assuming the large iron shield is just too much for him, although it didn't appear to be too much for the other fighter. The questions here are: How many additional levels of armor wearing would the tank need to get back up to 5 AP? And, considering how much more effective the magical shield spell is than all the defensive equipment put together, should I just revert to leather and wood for both fighters? (They wouldn't give up their chainmail.) Finally, for now, Celts can buy healing herbs inexpensively from the healer just outside Shadowvale. Is there anyplace to pick up energetic/spiritual herbs… at any price? My combat druid is running through power points like water. (I seem to remember having the same problem with my sole wizard when I played Romans some years ago.)
  23. I've done as much as I can in the pits and am about to start toward the Ruined Hall. My problem is that there are places I can't reach. On the map of level two in the Book of Answers, it shows three rooms and a stairway that are on the other side of a body of water. I don't know whether the stairs go up or down, but they don't connect to any stairs I've found on the first or third level. I foolishly assumed that the spell that allows you to walk on lava would also allow you to walk on water, but it doesn't. How do I get to the other side of the water? On the third level, I can't get into the Goblin Treasury. Again, I foolishly assumed that the portal opening spell would unlock the gate, but it doesn't. Where is the key? Near the lava pits at the lefthand side of the third level there's a room with three vapor rats that has a ledge around two sides. There's a body on the ledge, but I can't get up there. How is this accomplished? Finally, it's been several years since I last played, and I don't remember how spells are acquired. My combat druid has level 8 in combat and level 6 in beast spell skills, but only up through level 4 spells. Similarly, my healing druid has level 7 in healing and 6 in craft spell skills, but still only four levels of each type of spell. How do I learn the higher level spells?
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