Null Null
Arbiter
- Joined
- Aug 2, 2014
- Messages
- 542
Pool of Radiance guide updated to v1.50: https://gamefaqs.gamespot.com/pc/564785-pool-of-radiance/faqs/73869
- Added link to Null Null's single-character Let's Play.
Flattered, man. Thanks!
Pool of Radiance guide updated to v1.50: https://gamefaqs.gamespot.com/pc/564785-pool-of-radiance/faqs/73869
- Added link to Null Null's single-character Let's Play.
I understand also that some things (saving throws?) are based purely on level, but what about cleric abilities? Is a, say, level 30 cleric any better than a level 20 cleric at doing cleric stuff?
I just did a test run, continuing from GATEWAY to CURSE; with imported characters, I played without a mage until getting rid of the first bond (Dracandros). It was reasonably easy with so much fighting power even without haste and other buffs (I skipped only the room full of otyoghs and the drow cleric and mage quarters). Then I went to Shadowdale dungeons, developed the rangers to level 10, switched one to mage and grinded it up on a good start. I don't recall if went all the way to L11 there or whether I continued with the bonds quests. At any rate with all the superb warriors (now also boosted with enlarge), one cleric and one dual class ranger/mage, the rest of CURSE went very smoothly.
I also played through SECRET again. Very soon the cleric got to L12 (ie. access to two heals), I dual-classed it to mage. Now the healing was at the hands of my two paladins, I had to wait until the cleric/mage reached mage level 13 (ie. 1.125M xp); this was about the same time as paladins got to level 14. To speed up the process (also after switching the paladins) I also did some XP grinding. Drider Base fire giant section seemed ideal for this. Just rest 3-4 days in the right place (a certain corridor provided ideal battlescape properties) and along comes a patrol of 5 fire giants and some hellhounds, which gives you about 10,000 xp. The battles are so easy that I ran them through with Quick mode and maximal speed with melee weapons only; essentially only Vala, my ranger/cleric, and cleric/mage took down the enemies because the other four were still developing as their mage class. Each battle took about 15 seconds, and you could typically Fix right after it (and even if not, the party could take down a couple of additional patrols). Essentially this meant that you could get about 1 million XP in about an hour (including running back to the town and scribing new spells etc). Maybe it would have been possible to grind less, but then the game would otherwise required way more attention towards the end. Now I could just run through most battles towards the endgame with auto, just having to take note if there were spellcasters or some more dangerous enemies.
So if you are interested in maximising the power of your characters in POD, it is actually possible to start with 2 paladins, 3 rangers and 1 cleric in Gateway, run through Curse and SSB and eventually have 4 warriors of two attacks per round, 1 warrior with 1,5 attacks per round, one about L12 cleric (the only drawback here is no direct access to restoration), and all of these dual-classed to mages that get more and more powerful as the game progresses.
So if you are interested in maximising the power of your characters in POD, it is actually possible to start with 2 paladins, 3 rangers and 1 cleric in Gateway, run through Curse and SSB and eventually have 4 warriors of two attacks per round, 1 warrior with 1,5 attacks per round, one about L12 cleric (the only drawback here is no direct access to restoration), and all of these dual-classed to mages that get more and more powerful as the game progresses.
For the sake of curiousity, I also completed POD with this party w/ Champion difficulty. Everyone ended up as level 31 mages (before the final battle). The intial levels were 2 x L14 paladin, 1 x L10 ranger, 2 x L15 ranger and 1 x L12 cleric. POD seemed significantly easier with a setup where every character was able to cast the most important and powerful magic-user spells.
The most curious thing was that when everyone had a Globe of Invulnerability in major battles, many monsters ceased to use their special attacks completely or almost completely (for example, dracoliches and blue minions never used their lightning attack) and beholders couldn't do a thing. In some unfortunate cases, a pet of kalistes managed a disintegrate attack. In the final three battles, most of the characters didn't even get hit. Probably some shortcuts have been taken when implementing some of these features (they are implemented as Level 3 lightning bolts?) and game doesn't use anything except melee attacks. Out of several test runs, in the last final battle the green dragons breathed acid only once or twice (not sure why).
As a follow-up to this, all my characters' portraits have disappeared from their character sheets. I had just finished the basilisk in the library and dismissed a hireling, but I don't know why that would affect it.Has anyone ever encountered infinite spell slots? In PoR my F/MU can memorize 25/25 spells, and memorizing them doesn't actually cause the number to go down. I'm not using GBC.
Only Rangers have a different ApR (8/15) in GB games. Other fighter types all have the 7/13 ApR.Can someone confirm Paladins use Fighter ApR advancement (bonus at 7 and 13)?
you should fix thisminus buck rogers