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E2: Nephil Missile Bonus? (and other questions about racial-bonuses)


captan

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It says in the game that starting out as a Nephilim (the cat race) gives your char a bonus to missile weapons - does this include bows? or is it only for daggers, darts etc?

 

Is it true that you can't put poison on missile weapons?

How bout the mage spell poison weapon? Does that work when missile weapons are equipped?

 

Anyone know what exactly this "bonus" does? How much of a "bonus" is it compared to a human using missile weapons? How bout the Slith Pole Weapon Bonus? Does ambidextrousness help with 2-handed weapons or is it useless for that purpose?

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Not sure about the exact nature of the nephil bonus to missiles and slith bonus to polearms, but neither is really all that spectacular. I think they're both just minor bonuses to accuracy.

 

You can never poison thrown missiles under any circumstances. You can poison arrows, though.

 

Ambidextrous is only useful when dual-wielding, and not great even for that; you can get the same effect just by putting 5 extra ranks into the weapon type of your choice to counteract the loss of accuracy when dual-wielding.

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ummm... they do NOT get an extra point to weapon skills.

 

Nephil gets:

 

2+point to DEX or was it 1 point can't remember

 

Slith gets:

 

2+ to STR

1+ to INT

 

that's it. the missile or Pole weapon extra has to be an invisible stat - because I don't see any other changes after you create a char.

 

Is it wise to make your mages/priests a slith since they get an extra INT for free? (plus don't have to spend a lot of points in STR) it seems to me after some experimenting that the human mage who is a few levels higher than the slith mage due to teh fact he levels faster is better overall anyway, this makes me think that the ideal character is a human with no abilities (not even the spell improvement trait) since levels are more important than any traits or skills?

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The only problem with that philosophy is that once you hit level 50 (supposedly the max level, never needed that high) and have all stats maxed (via Knowledge Brew, etc.) you would be weaker than a character who was given more extra bonuses at start but took a little longer to level. The added exp cost is nothing on a mage if he's the only one in the party, so you might as well heap it on. Besides, try casting Fireball without Magical Aptitude and only 4 or so intelligence. Chances are at least one of the enemies will get hit with a flame that says "0." If you can't kill them, you can't level up.

And if you don't give people Toughness then you might lose your entire party. To a Giant Lizard.

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Um, Toughness is useless. It reduces the damage from every hit you take by 1 point.

 

I used to take lots of advantages, but nowadays I don't really bother with most of them. If you have trouble doing damage with magic at low levels, you can always use wall/field spells, which do constant damage regardless of your casting ability.

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Oh yeah, flame cloud. One space. w00t. And one damage is a big deal when you only have 18-20 max health. It's also a big deal when they hit you 3 times per turn. And there's another reason its so low. You have to make the losses equal the gains. If he made toughness block a percentage of damage or a higher number per hit, it would be overpowered. I think that toughness is worth the 8 or so experience cost per level.

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Quote:
Originally written by loserclassof06:
Oh yeah, flame cloud. One space. w00t.
Remember Wall of Force? Conflagration?

Quote:
Originally written by loserclassof06:
And one damage is a big deal when you only have 18-20 max health. It's also a big deal when they hit you 3 times per turn.
Eh, can't argue that, except that for me it doesnt make any difference because my singleton mage doesnt even get near them.

Quote:
Originally written by loserclassof06:
And there's another reason its so low. You have to make the losses equal the gains. If he made toughness block a percentage of damage or a higher number per hit, it would be overpowered. I think that toughness is worth the 8 or so experience cost per level.
Actually, I think its 10 xp per level (I think, it is in BoE, not sure about the trilogy.) but even if it were by 8, thats 400 extra XP needed to reach level 50. By the time you're level 15 or so, 1 point of damage wont really make all that much damage, so that would mean 280XP is going to waste.

EDIT: woops, messed up my quote tags.
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You don't start out with Wall of Force or Conflagration. We're saying early game. In the early game, you need Fireball to be effective so you can blast through the Nephil Fort with as few casualties as possible. Sure... you could spend a while killing those "Black Saber" guys under Fort Draco enough times to level up, but the point is that Flame Cloud is the only spell you start out with that does a damaging field and it only does one space. If you have enough money you can go buy Ice Wall in Formello, but that requires either a few kills, the editor, or the sale of rather invaluable early game equipment, ie. the Bronze Broadsword(+1)

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Woops, looks like I'm wrong. I've consulted my notes and such, and it seems that Wall of Force is in the Verdant Valley, which is just a tiny bit southeast of Fort Draco. As long as you don't explore too much you can easily breeze through the "Bandit's Lair" there and get the spell. All you need to kill are about a half dozen Brigands, 2 or 3 Archers, and a pair of Apprentice Mages. Not to mention the hordes of Gremlins and various types of Cave Rats which just happen to inhabit the outer areas of the cave.

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I kinda find it weird that i try and get every spell in the game, but I only use a handful of them. After all, conflargation isn't really useful. It's only good use is probably taking out hordes of low level creatures like goblins.

 

Hey loser, there is that experience factor where you kill more monsters you get more experience. smile

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