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Desiderius

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Insert Title Here Pathfinder: Wrath
Been meaning to play Star Trail for at least 20 years and started looking into it and figured I’d better take a party through all three which means re-playing Blade for first time this century.

Already finding things I had no idea about the first time, like different classes specializing in different spells. Need some pros to keep me viable here.

So one each of Magician (Demonologist, Lore), Witch (Social), Sylvan (Nature/Perception), and Druid (Herb/Healing) are set.

Really having a hard time saying no to taking a shot at first ever (?) Jester pwnage (poison throwing vs casters due to max initiative, parry/parry eating next to big hitter vs melee), locks and insane Acrobatics so I have something to do in Taverns that doesn’t risk a reload, since trying to minimize those.

That would leave what, mandatory Warrior so I can use the big weapons? Seems kind of boring but hard to avoid.

Badly need advice on equipping this monster and best first steps so don’t gimp myself too badly. Anyone else who’d like to join to compare notes more than welcome.
 

moleman

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I would ditch either the witch or the druid and get another warrior class (warrior, dwarf or thorwaler).
Not only for melee but for the strength which increases carry weight. You will carry a lot of stuff around and carry weight is an issue.

Just remember the dead ends in Blade of Destiny.
 

Desiderius

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Insert Title Here Pathfinder: Wrath
I would ditch either the witch or the druid and get another warrior class (warrior, dwarf or thorwaler).
Not only for melee but for the strength which increases carry weight. You will carry a lot of stuff around and carry weight is an issue.

Just remember the dead ends in Blade of Destiny.

I remember nothing, lol. Furiously reading up but would appreciate the help avoiding Dead Ends. Original Blade seems unfinished so mostly just interested in seeing the sights and getting an effective party to Star Trail.

I think I’m good with this set up. Doing 90% of early damage from range anyway so not missing meleers at all and Jester got a lucky 13 STR roll and Magician picked up 11 for Teleportation Spell so we’ve barely got enough muscle to haul things around.

Silvan and Jester make solid cash on Acrobatics and Instrument and I’m curious how the Witch spells develop. Great Need is supposed to be very versatile and Dance! is reasonably cheap. I think the Crows thing does Direct Damage? She’s got a nice match with stats and spells.

With Mage on Demonology and Demonology being non-Combat Spells (?) hope someday to have another melee that way?
 
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Its been ages since I played this trilogy, but I definitely second the suggestion to go with two fighters - I mostly used to roll with three actually (2x warrior + dwarf, though a thorwaler would work too). An Elf of any kind is always going to be useful (bow + magic + instrument in taverns), I usually used a rogue instead of a jester (rogue can dance/cheat at cards and lockpick), though jester can work as well. I never cared for Demonology with mages (stuck to Plumbumbarum/Ignifaxius/Lightning, ie the combat mage) so I cant tell whether it is actually going to be worth it or not.
 

moleman

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I remember nothing, lol. Furiously reading up but would appreciate the help avoiding Dead Ends...

You go on a quest for map pieces. Some of the NPCs who have a map piece won't give it away when you give them wrong answers. If this happens too often you won't be able to complete the game. I recommend saving at a temple and try out different answers or look up a guide.

Silvan and Jester make solid cash on Acrobatics and Instrument...

This is only useful in the beginning. Money won't be a problem very soon. You can even make more cash in the beginning by selling herbs.

With Mage on Demonology and Demonology being non-Combat Spells (?) hope someday to have another melee that way?

Not sure how that would work. You mean by summoning a demon in combat? Thats not reliable because too often the summoned demon will turn against you.
 

Desiderius

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Insert Title Here Pathfinder: Wrath
I’m curious how the Witch spells develop.
Most of Witch-specific spells are pure flavor, with no practical uses. And the few that do have uses have stronger analogues in other classes.

I heard similar advice in P:K. Most of it was wrong, or at least not right enough.

Mage already makes fine progress in those other Disciplines (2 ranks per lvl), so no need to specialize in those. Specializing in Demonology is necessary to get to the levels needed for it not to bite you in the ass.

Likewise with the Witch/Druid “flavor” spells. We’ll see how much flavor they are with someone playing them for the first time (?) and advancing them 2 ranks per lvl instead of one, with attention paid to the relevant stats (CH and CR, which also provides the almighty initiative).

Allegiance switching spells are of course always great and Druid’s Evil Eye (at rank 5 on first level) sets them apart. And Astral Theft? With AP regen this slow? And Druid also gets Domination Dispel.

Summon Crows and Terror Broom seem to be autohit direct damage (need to turn down speed of combat effects to confirm)? Haven’t failed yet, unlike Great Need. Witch also has Transformation Dispel, which the max Superstition Jester will probably need.

Infinite money sounds pretty good with Jester chucking Poison Throwing Stars at 20+ damage a pop at lvl one. I’ve heard that Acrobatics is good in Star Trail. Again we’ll see how good they are with someone paying attention to the prereq stats (Acrobatics uses STR where Dance uses CHR, which Jester OW doesn’t care about, so go with Acro).

Will be interesting to see how it plays out. Will probably need a reliable Summon for big fights but we’ll see.
 
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Desiderius

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Insert Title Here Pathfinder: Wrath
I’m curious how the Witch spells develop.
Most of Witch-specific spells are pure flavor, with no practical uses. And the few that do have uses have stronger analogues in other classes.

Witch doesn’t get many spells at all which ends up being great since it gives you more skill ups. I’ve got her on Haggle and should probably have Dance as well. The only spell which is pure flavor is Witch’s Eye.

Great Need is supposedly universal mez and she gets Transformation Dispel. My guess is that Witch’s Spit makes a good, unique failsafe for skill checks gone wrong. We’ll see how it plays out.
 
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DaveO

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I remember range weapons being pretty important due to random weapon breaking. You'll need a minimum of two fighters, somebody to lockpick, and mages/healers. You can carry the party into Star Trail, but ST actually rewards fresh parties better. Disregard the comment about the game being a snore fest. There are plenty of interesting places to go, quests to go on, and survival aspects of the game that make it very good for its time period.
 

Desiderius

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Insert Title Here Pathfinder: Wrath
Most games do, but I like learning a system from the ground up so would need to start at the beginning anyway.
 

DaveO

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I have a list of crafting from the first game, but in the interest of respecting your wishes to learn from the ground up I'll keep them to myself for now.
 

Desiderius

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Insert Title Here Pathfinder: Wrath
I mean learning things like whether Jester and Witch really are unplayable or not or whether no one has ever tried.

Not at all worried about spoilers on a game I’ve already played, so fire away.
 

DaveO

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Vomicum(sp?) - Lamp oil, sharin bulb, mandrake
Hylailian Fire - 2 brandy, licorice, 2 lamp oil
Heal - Brandy, 2 four leafs, tarnelle
Expurgicum - Bronze flask, licorice, 2 shurin balls, 2 mandrake
Antidote - Brandy, 2 menchals, mandrake, shurin bulb
Magic - Brandy, 2 mandrake, 2 kairan, thonnys
Strong Heal - Bronze flask, 2 whirlweeds, tarnele, mandrake, brandy
Miracle cure - Brandy, 2 whirlweed, donf, belmart, mandrake, joruga
Strong Magic - Brandy, 3 mandrake, 3 kairans, thonnys
Miasthmaticum - Brandy, kairan, ?lmen, shurin, mandrake
Money crapper - Copper cauldron, charcoal, arch lump, basilisk tongue, crystal ball, fire powder

Given that a LOT of the crafting requires brandy, tavern visits are essential IIRC.
I'm not 100% sure of the spelling on the ingredients. It should be sufficient to get you in the ballpark.

I once had a list of the weapons with pros/cons, but that may be lost. I'll have to do some digging.
 

Desiderius

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Insert Title Here Pathfinder: Wrath
Probably holding off on much Alchemy until Star Trail
 

DaveO

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I found my list and guide! It's old, yellowed, stained, and battered but still readable. I'll break it into sections to make it more readable. I'll do that later though since I've been up well beyond my normal sleep time.
 

Desiderius

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Insert Title Here Pathfinder: Wrath
Old, yellowed, stained, and battered but still readable is the only way to be.

Just hit lvl two finally. What a level, and much needed. This game is better than I remembered, as long as you take your time and really get into it (unlike a certain CRPG addict who shall remain nameless, poor guy decided not to use Ranged Weapons).
 

V_K

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Allegiance switching spells are of course always great and Druid’s Evil Eye (at rank 5 on first level) sets them apart. And Astral Theft? With AP regen this slow? And Druid also gets Domination Dispel.
Druids are awesome, there's no denying that. Witches are not.

Summon Crows and Terror Broom seem to be autohit direct damage (need to turn down speed of combat effects to confirm)?
Yes, but they're weaker/less efficient than Ignifaxus and Fulminictus.

Haven’t failed yet, unlike Great Need.
And that's the problem with Great Need. Druid's Dance is more reliable and cheaper. Mage's Paralyze and Salother even more so, but expensive.

My guess is that Witch’s Spit makes a good, unique failsafe for skill checks gone wrong.
IIRC it's less reliable than Balm of Roon and Pure and Clear.

Witch also has Transformation Dispel, which the max Superstition Jester will probably need.
You don't meet spellcasting enemies very often, especially in BoD. And by the time you do, mages are usually able to develop this.

The only spell which is pure flavor is Witch’s Eye.
Heal Animal is also never used IIRC. Camouflage is useful once, but mages can cast it too (and if you don't have any mages/witches, you won't need that spell).
 

DaveO

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I'll post the shorter sections from my list below and progress to the longer sections.


Axes
Halberd Dam 5-10 Attack -1 Parry -3 Wt 150
Orc Hook Dam 6-11 Attack -1 Parry -3 Wt 120
Hatchet1 Dam 5-10 Attack 0 Parry -3 Wt 120
Hatchet2 Dam 5-10 Attack -2 Parry -4 Wt 120 (I recommend avoiding this one)

Swords
Short Dam 3-8 Attack 0 Parry -1 Wt 40
Sword Dam 5-10 Attack 0 Parry 0 Wt 80

2 handed weapons
Rondracomb Dam 4-14 Attack -2 Parry -2 Wt 150
Two hand sword Dam 6-16 Attack -2 Parry -3 Wt 160
Bastard sword Dam 6-11 Attack -1 Parry -2 Wt 140
War axe Dam 6-16 Attack -1 Parry -4 Wt 150

I'll post more weapons later.
 

DaveO

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I have just enough time to add in missile weapons before work for today


Shortbow Dam 4-9 Attack 0 Parry 0 Wt 20
Longbow Dam 5-10 Attack 0 Parry 0 Wt 30
Crossbow Dam 7-12 Attack 0 Parry 0 Wt 200
Heavy crossbow Dam 8-13 Attack 0 Parry 0 Wt 220
 

Desiderius

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Insert Title Here Pathfinder: Wrath
Allegiance switching spells are of course always great and Druid’s Evil Eye (at rank 5 on first level) sets them apart. And Astral Theft? With AP regen this slow? And Druid also gets Domination Dispel.
Druids are awesome, there's no denying that. Witches are not.

Summon Crows and Terror Broom seem to be autohit direct damage (need to turn down speed of combat effects to confirm)?
Yes, but they're weaker/less efficient than Ignifaxus and Fulminictus.

Haven’t failed yet, unlike Great Need.
And that's the problem with Great Need. Druid's Dance is more reliable and cheaper. Mage's Paralyze and Salother even more so, but expensive.

My guess is that Witch’s Spit makes a good, unique failsafe for skill checks gone wrong.
IIRC it's less reliable than Balm of Roon and Pure and Clear.

Witch also has Transformation Dispel, which the max Superstition Jester will probably need.
You don't meet spellcasting enemies very often, especially in BoD. And by the time you do, mages are usually able to develop this.

The only spell which is pure flavor is Witch’s Eye.
Heal Animal is also never used IIRC. Camouflage is useful once, but mages can cast it too (and if you don't have any mages/witches, you won't need that spell).

Good info. As I said, having fewer spells isn’t a problem as long as you’ve got decent action economy and the ones you have fill a niche. Mages already have (more than) enough other spells and want to trade spell-ups for AP so can be good to have a specialist for W spells if they’re worth it. As you say they may not be. Thinking Spit might be good for Disease specifically, not worried about Healing/Poison. Planning for all three games.
 

Dick

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As the battles are very managable, I would pick whatever class you like the most, I think ideal party combination is relatively unimportant in this game/series. I never bothered to compare the exact strengths and weaknesses of druids/witches/mages.... but.... this game is very obviously not "balanced" in this regard, as mages are just vastly superior to the other spellcasters. They are also very fun to play. I regard the inferior classes as "challenge classes", which could be taken for another playthrough. if you would approach this game with the perfect party in mind, you probably would have to pick something like 5 warriors and 1 mage or something similar to that anyway.

Regarding the recipes, I think you have to actually have the recipe in your inventory, if you want to brew something.

Don´t know if you can actually fail the game by not being able to collect the map pieces, because some pieces are much easier to collect than others, and you don´t need all of them for completing the game anyway, so it shouldn´t be that bad (of a problem).

You don´t need spells for completion of the game but some make the game much more comfortable, therefore I would recommend to increase the teleportation spell, one of the more useful spells outside combat. And maybe the equivalent of "create light" and "detect magic" (whatever they were called there).
 

Desiderius

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Insert Title Here Pathfinder: Wrath
Planning for all three games so main consideration is having all bases covered. Not concerned about being OP, am aiming at minimizing saving/reloading so designing for resilience.

So far Warrior is just missing a lot (though I’m sure that will improve) but doing a very good job of staying alive. No doubt Magician is very powerful, but Witch is (much) better at Social skills (she’s my Haggler) and it may turn out that some of her niche spells really hit the spot in later games.

As long as she has good action economy that’s all that matters (she definitely doesn’t yet). As I said we’ll find out.
 

Desiderius

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Insert Title Here Pathfinder: Wrath
Would like some advice on how people figure out what’s magical without blowing all your AP. My default in Blade is just assuming pretty much everything isn’t.
 

Desiderius

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Insert Title Here Pathfinder: Wrath
So anyway, lvl one.

Made one of each class. Rogue and Dwarf padded the budget by bringing cash with him (Dwarf) and doing some Pickpocketing (Rogue). Now they’re chilling with the Thorwalian at the Temple and help out by holding camping supplies and extra food while party does stuff in the city.

Jester was the star with stack of ten Throwing Stars (Poisoned as needed) and Silvan did most of the reliable damage with xbow. Jester has enough MP to step back, Switch to Throwing, attack, then switch back to Rapier for Parry but haven’t really needed to much yet. Warrior is impenetrable tank.

Druid ploinking with Bow but will likely end up melee since his good spells are touch, he can wear armor, and Darkness helps.

First two lvls of Fortress and trip to Breida and Varnhome was enough to hit lvl two.

Headed to Angbordital today. Plan is to follow leads and level with Quest EXP. Poison Jester gives nice spike power.
 
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