dmwyvern
Literate
- Joined
- Nov 14, 2020
- Messages
- 30
Pool of Radiance ludicrously-detailed guide updated to v1.40: https://gamefaqs.gamespot.com/pc/564785-pool-of-radiance/faqs/73869
Additions and fixes:
- Overhauled location numbers to mostly match those actually used by the game, and by Gold Box Companion and Gold Box Explorer. (I hadn't known about any of these before I wrote the original version.) There are still places where I don't use the internal numbering, to keep things simpler. This all makes this version incompatible with all previous versions, if going into that level of detail.
- Split each map section into an overview section and a details section.
- Added more game text.
- Added coordinates to map annotations, if not ambiguous.
- Added full section on Wilderness Lairs.
- Added formalized list of bugs. (This is not comprehensive by any means.)
- Added detail on how to successfully backstab.
- Added yet another reason not to use NPCs: they make random combats larger.
- Added strategy for using Animate Dead.
- You can in fact fight Ogre Leaders, in the Wealthy Area or Temple of Bane. It requires a high Party Strength to have any chance of happening (at least 66) and is unlikely even then.
- Snake Charm and Animate Dead scale to caster level, not caster hit points.
- Dust of Disappearance will work even against enemies that see invisible, and is supposed to.
- Magical armor never actually provides a saving throw bonus.
- Rings of Protection rarely actually provide a saving throw bonus. The only one I know of where that actually works is the one carried by the THEURGIST (#110). (Another case where I was led astray by that working more reliably in the sequels.)
- The Wand of Paralyzation can bypass Tyranthraxus's magic resistance.
- Added more executable offsets: classes allowed by race, statistics by class.
- Civilized Area: more detail on available NPCs.
- Civilized Area: clarified that you must explicitly receive the commission for Podal Plaza to both perform and be rewarded for it.
- Slums: the script doesn't check if you ran away before crediting you with victory against a set combat.
- Slums: add description of bug that allows you to clear the area without fighting any set combats.
- Sokal Keep: searching for the diary only works reliably if you were told about it by the spectral defenders.
- Mendor's Library: more detail, including mechanics for green slime in the garden.
- Podal Plaza: parley mechanics expanded and corrected.
- Cadorna Textile House: you can't ever get all the random encounters without defeating the ogre.
- Cadorna Textile House: added exploit which allows you to open the Cadorna family treasure repeatedly.
- Wealthy Area: random encounter probability corrected.
- Wealthy Area: added detail on how random encounters are constructed and resolved.
- Wealthy Area: the four-orc patrol counts as encountered as long as you do anything other than fight them.
- Nomad Camp: the Shaman's Bracers AC 2 is actually AC 4.
- Yarash's Pyramid: now split into two separate sections, both for clarity and because that's how the game handles it internally.
- Buccaneer Base: resting is disturbed by the next random encounter, if active.
- Valhingen Graveyard: the two-handed sword vs. undead isn't actually a good choice here.
- Stojanow Gate: more detail and accuracy.
Very cool! Thanks for this Harlin!