Dorateen
Arcane
Even better, you can have eight in the party with extra hirelings.
I remember the party size effects the random encounter size. 6 party gives you full random encounter, but a 5 party cuts it down by a massive amountCurrently playing Pool of Radiance and I am surprised by how approachable the game is despite its age, with that said I miss the 2E ruleset that I am use to. I made a four member part with Fighter, Cleric, Fighter/Thief, and Magic user but I might restart and replace the fighter with Paladin if I can figure out how to do that with Goldbox Companion.
Any particular reason you went with a four person party instead of a six person party?
F, F/T, C, M is probably reasonable, though as a new player I'd add that extra fighter and mage in..
F, F/T, C, M is probably reasonable, though as a new player I'd add that extra fighter and mage in..
That is what I ended up doing. Went with 2 fighters, a F/T, C, and 2 magic users. I did almost immediately notice the change in encounter size but the extra few party members helped balance things out a little, well except when I get ambushed by 20 goblins.
EDIT: FWIW, my favourite The Realm module I've played is Keep on the Borderlands.
EDIT: FWIW, my favourite The Realm module I've played is Keep on the Borderlands.
Can you ally with the denizens of the Caves of Chaos to raid human caravans? Or slowly clean ot the caves, level up, and then decide to take a face-heel turn and sack the Keep? Like some people suggest the module was intended to be run back in the day?
if you're a fan of the Gold Box games, u really have to play FRUA, but mainly Ray Dyer's "The Realm" series. It is based on meticulous handcrafting of classic pen and paper modules, such as The Secret Of Saltmarsh, Temple Of Elemental Evil and so on. I've completed Saltmarsh and a couple others and am currently going thru ToEE, and it is fan-freaking-tastic. Sooo many scripted encounters, deep environmental storytelling, plenty of dialogue and awesome, tuned combat encounters. In short it's simply a must-play if you like Gold Box. I am 20 Youtube videos deep and still am only on the 2nd floor of the ToEE. It's massive and great!
The most obvious one is your idea that Dark Wizards are harder at higher difficulties. They are not (other than the extra HP). The issue with Dark Wizards is the Fireshield (Cold) that they have on (Enchanted Bozaks has the same), which makes any fire-based attack 90-99% ineffective even on the middle difficulty. This includes DBF and Meteor Swarm. You need to hit them with Power Word Kill or Cone of Cold. This has always been the case regardless of difficulty.
Cone of Cold will bypass all Dark Wizard protection, and if they fail the save, wonderful things happen (like 400+ damage; this can also happen to Enchanted Bozaks).The most obvious one is your idea that Dark Wizards are harder at higher difficulties. They are not (other than the extra HP). The issue with Dark Wizards is the Fireshield (Cold) that they have on (Enchanted Bozaks has the same), which makes any fire-based attack 90-99% ineffective even on the middle difficulty. This includes DBF and Meteor Swarm. You need to hit them with Power Word Kill or Cone of Cold. This has always been the case regardless of difficulty.
Power Word Kill is normally the easiest way to kill a Dark Wizard (the main flaw of the spell is its very short range). But the spell won't work on enemies with too many HP. Are Dark Wizard (at full health) still vulnerable to it on max difficulty ?
If they only had a Fireshield, Dark Wizards would be easy prey for arrows, Magic Missiles and quite a few other things. It's the fact that they're also protected by a Globe of Invulnerability, Mirror Image and Protection against Normal Missiles that makes them so annoying.
Cone of Cold will bypass all Dark Wizard protection, and if they fail the save, wonderful things happen (like 400+ damage; this can also happen to Enchanted Bozaks).
PWK works because Dark Wizard HP is garbage at any difficulty level. It has the advantage over Cone of Cold of being instant cast.
You had a few problems that was due to you misunderstanding what was going on.The most obvious one is your idea that Dark Wizards are harder at higher difficulties. They are not (other than the extra HP). The issue with Dark Wizards is the Fireshield (Cold) that they have on (Enchanted Bozaks has the same), which makes any fire-based attack 90-99% ineffective even on the middle difficulty. This includes DBF and Meteor Swarm. You need to hit them with Power Word Kill or Cone of Cold. This has always been the case regardless of difficulty.
The go-to option against Beholders has always been multiple arrows to the face. They are slow (speed 3), and their rays have limited range. It would be a go-to option against Fireshielded opponents as well, except those also tend to come with Protection From Normal Missiles as standard. You need to use magic arrows against those (Dark Wizards also have Mirror Image up; which is why Cone of Cold is a better option).
Also, you can rest straight after you escaped from the Abyss. In fact, I believe the game actually tells you to. The egg only starts hatching when you examine it.
Your other problem is that you did a run with way too many triple class characters. Unless you are willing to run through DKK multiple times to get enough XP to get all triple class characters to go to level 16, don't take any triple class characters. Dual class is absolute maximum. For a straight run with no repeats:
Human Knight (Sword when you max out levels in COK and can convert without dropping levels; Rose when you can be level 18 Rose after changing)
QElf Fighter/Cleric of Kiri-Jolith - Detect Magic (you can never have enough) and -1 THAC0 (coupled with elf -1 THAC0 bonus with swords and bows is massive in COK)
QElf Fighter/Mage (Red) - Red Mages have a number of self-only buff spells that are paradoxically useful for Fighter types, not Mages
QElf Fighter/Mage (Red)
QElf Thief/Mage (Red) (only if you want to do Dave's Challenge in DKK; otherwise use Human Mage (White) or another QElf Fighter/Mage (Red))
Human Mage (White) - Power Word Kill makes your life a whole lot easier; get it ASAP
Remember that Turn Undead, while useful, lowers or completely eliminates the XP you get from the encounter. Don't bother unless absolutely necessary. This makes Majere clerics less appealing.
Ranger/Clerics are traps. I learnt that really early back in the 90s when I first started playing DQK. My very first DQK party had a Ranger/Cleric and I couldn't figure out why the damned thing never leveled up. Even the Rose Knight was leveling faster than him. Then, I looked at the XP tables and facepalmed.