Popiel
Arcane
Oh well, that's what you get when you try to play on role-play persistent world while not knowing rules of the setting. What happened next?
Alright, I decided to try this module. It starts very nice, really digging the atmosphere.I would suggest Vampire: Heaven Defied if you haven't played it already.
Alright, I decided to try this module. It starts very nice, really digging the atmosphere.I would suggest Vampire: Heaven Defied if you haven't played it already.
However, I am constantly dying in the first encounter with Vallandric in the house where I am sent to finish the first quest. After the vampire disappears and summons the naked bodies, the whole area becomes red I am constantly taking damage (with fire effect) and I die. When I run to bash the door and escape, the vampire appears and an animation plays where I walk in the corridor and after that... I am dead... game over.
I am completely lost.
My impression was that the wilderness areas were meant for more experienced characters. I did one of them with a low level team and left the rest for after finishing with the city quests, because the slog through wasn't really worth it. Also, some of the companions were really trying to out-compete the bard in uselessness.I went to the Forest of Mir (Swordflight) and there's such a massive spike in difficulty, the enemies are doing ridiculous amounts of damage.
First, this is still low level, considering your character can end up somewhere around level 17-ish (I think that's where my wizard ended up, and I'm sure she missed some content). Second, you need to get the dwarf companion (you get him in one of the underground city areas), he & the gnoll cleric are the only useful ones.hell bovine, I'm level 11. Even with literally all my buffs + Zagash's (including improved invis) I die extremely fast and it's really getting frustrating. I can't employ any kind of advanced strategies because I can't control Zagash or Chelys directly.
Actually, the cleric quest is the most extensive out of the three I've tried (good-aligned rogue, wizard and cleric). Basically, it starts when you find two fragments of a magical ring (one part I think you get from some sewers mini-quest - but I might be wrong about this). I liked the wizard one better, though; just a solid dungeon crawl with puzzles. But all are worth doing, because you get some very nice class-specific equipment.I did complete the undersea one, I meant that they don't go anywhere narratively or even gameplay-wise. I expected to be attacked by a giant shark/octopus or something. They are anti-climactic is what I'm hinting at. The temple of Shar one just tells you to go kill some paladins in the sewers for no reason other than "for teh evulz" and that's it, no continuation, no repercussions, no nothing (at least for now). I didn't complete the Wererat quest though and I haven't come across the dwarf. Since I have the wyvern blood now I need to go to the ruins again anyway to pick up the quartz for Zerala and I'll explore more.
Yes, though I don't actually recall which one of my characters was it. Basically used up all of the summoning spells, scrolls and elemental sticks (which get killed in one-two hits anyway).I think NWN natively scales enemy number to party size, but I could be wrong. I've never really played a summoner in NWN.
Did anyone manage to defeat Ramurg in combat, the mummy warlord towards the end of Chapter One? He is one tough mutha.
I think NWN natively scales enemy number to party size, but I could be wrong. I've never really played a summoner in NWN.
Did anyone manage to defeat Ramurg in combat, the mummy warlord towards the end of Chapter One? He is one tough mutha.
Just checking i can't seem to find a clear answer Monks who swap alignments keep the AC and unarmed Buffs yeah?