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Knights of The Chalice Thread

Shaewaroz

Arcane
Patron
Joined
May 4, 2013
Messages
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Location
In a hobo shack due to betting on neanderthal
I'm very into cock and ball torture
I'm about to start this interesting game for the first time. I however have some questions:

1) Can I dual-wield as a Cleric and still cast spells? Or can I unequip the off-hand weapon to cast spells and re-equip it during a fight? Is dual-wielding viable option for Clerics?
2) Do crushing, slashing and piercing etc. damage types matter in this game? Do skeletons have resistance for piercing weapons for instance?
3) Are character HP rolled randomly every level?
4) Are shields any good? I should I only use dual-wielding whenever possible?
5) Should I equip every party member with both a melee and ranged weapon? Are bows better than crossbows?
6) How important are forging and scribing skills in the early game?
7) Are there consumables, health potions and such?
8) Is there any benefit to making a Neutral Alignment character? Are some spells for instance not available to Good Alignment characters?
9) Are there items/equipment that have ability or alignment restrictions?
10) What other things should I take into consideration to avoid unnecessary frustration and enjoy the game to the fullest?

Thanks a lot in advance!
 

Gregz

Arcane
Joined
Jul 31, 2011
Messages
9,171
Location
The Desert Wasteland
I forget the answers to most of your questions.

First playthrough, my advice is to roll a KCMM party. After you learn the game, CMMM is a great second playthrough challenge.

Your cleric should use a shield or he'll have survivability issues. You want your knight and cleric to shield wall for your mages, which will be your artillery.

The mages should take different spell picks and then scribe scrolls to each other to get all spells. Farm XP and items in RNG locations after you have access to the open world. Crafting is extremely powerful towards the mid-end game.
 

visions

Arcane
Joined
Jun 10, 2007
Messages
1,801
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here
3) Regarding HP, you can choose between rolling them randomly or automatically getting max HP. I rolled them randomly and my only mage had abysmal CON (cba to reroll stats for her any longer and the other stats were fine so I just went along with it) so that was pretty fun. She started the game with 1 HP.

5) I always equip my chars with both melee and ranged weapons in rpg-s when possible. Regarding Knights of the Chalice, slaying arrows are pretty cool so having access to them is enough reason to wield ranged weapons.

7) There are no potions but scrolls are consumables. I guess wands too, technically.
 
Last edited:

VentilatorOfDoom

Administrator
Staff Member
Joined
Apr 4, 2009
Messages
8,604
Location
Deutschland
I'm about to start this interesting game for the first time. I however have some questions:

1) Can I dual-wield as a Cleric and still cast spells? Or can I unequip the off-hand weapon to cast spells and re-equip it during a fight? Is dual-wielding viable option for Clerics?
2) Do crushing, slashing and piercing etc. damage types matter in this game? Do skeletons have resistance for piercing weapons for instance?
3) Are character HP rolled randomly every level?
4) Are shields any good? I should I only use dual-wielding whenever possible?
5) Should I equip every party member with both a melee and ranged weapon? Are bows better than crossbows?
6) How important are forging and scribing skills in the early game?
7) Are there consumables, health potions and such?
8) Is there any benefit to making a Neutral Alignment character? Are some spells for instance not available to Good Alignment characters?
9) Are there items/equipment that have ability or alignment restrictions?
10) What other things should I take into consideration to avoid unnecessary frustration and enjoy the game to the fullest?

Thanks a lot in advance!
1) you can dual-wield but won't be able to cast, as has been mentioned you should equip a shield for AC and de-equip the weapon if you want to cast, if you want a melee cleric it's possible to craft a wand (1d6 blunt weapon) and enchant it with 50 charges Divine Power and +4 holy destruction, that way you can cast you melee buff and go to town without having to de-equip the weapon first
2) yes they matter a lot, also DR coldiron or DR/silver etc. Craft weapon feat let's you craft all weapons in all available materials
3) yes, you can enable max HP in the settings
4) imo shield is better
5) doesn't hurt, you have to reload xbows, so for someone with several ApR I'd say go bow
6) crafting feats will be very helpful, especially craft weapon, craft magical arms and armor and craft wondrous item, craft wand and even craft ring, if you have more than 1 cleric they would benefit from scribe scroll so they can exchange spells
7) consumables iirc are scrolls, wands etc, i don't remember potions though i might be wrong
8) alignment plays no role whatsoever, there's zero benefit (spells ignore it too)
9) none that I remember
10) scribe scroll on the cleric for cheap healing when you're out of spells, can't rest and need to heal up
 

VentilatorOfDoom

Administrator
Staff Member
Joined
Apr 4, 2009
Messages
8,604
Location
Deutschland
Too long to remember such details as where to buy arrows sry. Craft weapon lets you craft arrows, and if you have craft magic arsm etc you can make slaying arrows and other stuff as well iirc.
 

Waterd

Augur
Joined
Jan 22, 2012
Messages
228
1) Can I dual-wield as a Cleric and still cast spells? Or can I unequip the off-hand weapon to cast spells and re-equip it during a fight? Is dual-wielding viable option for Clerics?
2) Do crushing, slashing and piercing etc. damage types matter in this game? Do skeletons have resistance for piercing weapons for instance?
3) Are character HP rolled randomly every level?
4) Are shields any good? I should I only use dual-wielding whenever possible?
5) Should I equip every party member with both a melee and ranged weapon? Are bows better than crossbows?
6) How important are forging and scribing skills in the early game?
7) Are there consumables, health potions and such?
8) Is there any benefit to making a Neutral Alignment character? Are some spells for instance not available to Good Alignment characters?
9) Are there items/equipment that have ability or alignment restrictions?
10) What other things should I take into consideration to avoid unnecessary frustration and enjoy the game to the fullest?
1) No
2) Yes
3) Yes, there is an option though so its not random.
4) Two handed>Shield>Dual wielding. For some parties a shielf fighter may be fine and you may have only a shield on your cleric if you want to focus on casting spells.
5) Yes, in general though range is weak in the game, most hard fights monsters are in your face wtih little or no way to avoid melee combat. But bows are generally better than crossbows.
6) Forging and scribe is broken. Without using them the game is challenging, but with foreg and specially scribe, the game is really not challenging at all. The things you can forge vastly surpass anything you can find and they are pretty much too powerfull. Scribe means your spellcasters have infinite spells, just cast high level spells non stop. With scribes Knights are uselss because Clerics and Wizards are just op, infinite spells through the whole dungeon. Which also means you don't have to think how to manage your spells, just spam highest level spells and opposition becomes insignficant.
7) The only consumables are scrolls which pretty much serve as potions. One could say wands are consumables.
8) There are some weapons that are affected by alignment
9) Yes
10) SAve often, game sometimes crash. I used to use ironman mode only to find several hours in a crash that wasted my game. If you are willing to abuse Rest spaces, the game is quite easy too, if you want some challenge I recommend using some restrictions on rests.
Also game is IMPOSSIBLE without a cleric. If you don't have a Cleric in your party, the game just can't be beaten I think. It is recommended you have also at least one wizard since many consumables can only be used by wizards. It would be frustrating otherwise to collect a lot of consumables that can't be used.
As long as you have a Wizard and a Cleric in your team, the other slots can be anything you want and the game is still beatable.
 

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