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	<title>Completed Main Game - ID: 1605 - Revision history</title>
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		<title>en&gt;sswikiadmin at 12:37, 9 March 2024</title>
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&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;==== FORUM: [[Gossip - The rusty dagger tavern]] ====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;This topic was started by aldube30 on 14/01/2020, 06:37:29&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;postinfo&amp;quot;&amp;gt;Post by aldube30 on 14/01/2020, 06:37:29&amp;lt;/div&amp;gt;&lt;br /&gt;
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Completed Main game, now moving into the expansion.&amp;lt;br/&amp;gt;&lt;br /&gt;
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Party: Dwarf Warrior, Dwarf Paladin, Dwarf Bard, Dwarf Monk, Gnome Rogue, Gnome Archmage, Gnome Archmage.&amp;lt;br/&amp;gt;&lt;br /&gt;
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Fighting characters need all the Dwarf thaco &amp;amp; saves they can get especially at low levels.  Gnome made sense for mages, and future Rogue-Dragon Caller.&amp;lt;br/&amp;gt;&lt;br /&gt;
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Warrior: Was exactly what I expected him to be, nice caveat with the katana.&amp;lt;br/&amp;gt;&lt;br /&gt;
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Paladin: Lagged behind the Warrior, the dayblade was his best weapon before he got the stone sword.&amp;lt;br/&amp;gt;&lt;br /&gt;
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Bard: Was slow to develop, all those horns &amp;amp; singing sword seems like band-aids.  I remember Bard&amp;#039;s Tale 3 having song that damaged a group of enemies, it used 1 song each time it was used in combat.  The bard&amp;#039; s best weapon at low levels was a dayblade.  The new songs really helped to increase his usefulness later in the game, the party&amp;#039;s best healer in the beginning of the game.&amp;lt;br/&amp;gt;&lt;br /&gt;
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Monk:  What I was expecting, a little squishy though, one would figure a monk would have as much HP as a bard at least and not as little as a rogue.&amp;lt;br/&amp;gt;&lt;br /&gt;
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Rogue:  Doesn&amp;#039;t do a whole lot aside from opening locks that Trapzap can&amp;#039;t open.  Later he helps out a bit with a bow &amp;amp; arrows, but barely pulls his own weight.&amp;lt;br/&amp;gt;&lt;br /&gt;
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Hunter:  Just doesn&amp;#039;t seem practical, especially when you can just equip a katana on a warrior, a stoneblade on your Paladin, or have your rogue stab the enemy in the back.  Other games hunters are Rangers and had other useful skills.&amp;lt;br/&amp;gt;&lt;br /&gt;
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Mages:  I know Silversword is emulating the Bard&amp;#039;s Tale, but the magic system limits options by constantly switching magic classes.  It makes it hard to borrow ideas from other rpg games like wizardry 7 &amp;amp;  8, might &amp;amp; magic, etc...&amp;lt;br/&amp;gt;&lt;br /&gt;
Look at Bard&amp;#039;s Tale for Nintendo to see how they streamlined the magic classes to make class changing unnecessary.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;URL url=&amp;quot;https://bardstale.brotherhood.de/talefiles/inside/insidefiles/docs/nes/manual/index.html&amp;quot;&amp;gt;&amp;lt;LINK_TEXT text=&amp;quot;https://bardstale.brotherhood.de/talefi ... index.html&amp;quot;&amp;gt;https://bardstale.brotherhood.de/talefiles/inside/insidefiles/docs/nes/manual/index.html&amp;lt;/LINK_TEXT&amp;gt;&amp;lt;/URL&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
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Dragon Caller:  I haven&amp;#039;t tried it yet, still leveling my rogue.  I don&amp;#039;t see how this is a option for fighting classes, in BT3 the Geomancrer was a armored mage who could use weapons, but sucked at using those unless those weapons critically hit or stoned enemies.  The Geomancrer was a mage who could be in the front lineup without getting killed, due low AC from Armor.&amp;lt;br/&amp;gt;&lt;br /&gt;
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Alchemy:  I don&amp;#039;t see the point, especially when components are so hard to come by, I&amp;#039;d rather see a Alchemist class, that would have easier access to his craft.&amp;lt;br/&amp;gt;&lt;br /&gt;
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Some kind of multi-class or hybrid class options would be nice, as I study the game mechanics, I&amp;#039;ll make some recommendations.  I&amp;#039;ll try to make it easy to implement rather than overhauling the core designs.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;postinfo&amp;quot;&amp;gt;Post by Visstar on 15/01/2020, 19:47:29&amp;lt;/div&amp;gt;&lt;br /&gt;
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Congratulations! You will have a blast exploring the expansion.&amp;lt;br/&amp;gt;&lt;br /&gt;
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Some comments:&amp;lt;br/&amp;gt;&lt;br /&gt;
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&amp;lt;B&amp;gt;&amp;#039;&amp;#039;&amp;#039;Bard:&amp;#039;&amp;#039;&amp;#039;&amp;lt;/B&amp;gt; you will learn to love your Bard. The Horn of Sodar is as good as anything in the game, and Spirit Chant will save your bacon more than once.&amp;lt;br/&amp;gt;&lt;br /&gt;
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&amp;lt;B&amp;gt;&amp;#039;&amp;#039;&amp;#039;Monk:&amp;#039;&amp;#039;&amp;#039;&amp;lt;/B&amp;gt; You&amp;#039;re right about the hit points. You will need to throw everything you can find into lowering the monk&amp;#039;s armor class and saving throw. An electrum rune on a Buckler of Forgus, e.g., and a Ring of Protection.&amp;lt;br/&amp;gt;&lt;br /&gt;
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&amp;lt;B&amp;gt;&amp;#039;&amp;#039;&amp;#039;Paladin:&amp;#039;&amp;#039;&amp;#039;&amp;lt;/B&amp;gt; Kind of a weaker version os the warrior, I agree, but the Blessing of Solar and Shield of Solar spells are a nice addition to the party, especially as the Bard gains levels. The stone blade is great, but will become less useful as you encounter more dangerous monsters.&amp;lt;br/&amp;gt;&lt;br /&gt;
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&amp;lt;B&amp;gt;&amp;#039;&amp;#039;&amp;#039;Rogue:&amp;#039;&amp;#039;&amp;#039;&amp;lt;/B&amp;gt; explore the thief mastery skill ASAP. I&amp;#039;ve found that a rogue hidden in the shadows with some healing potion and other items is a great safety feature.  Also, you&amp;#039;ll find a great weapon for your rogue in the expansion.&amp;lt;br/&amp;gt;&lt;br /&gt;
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&amp;lt;B&amp;gt;&amp;#039;&amp;#039;&amp;#039;Alchemy:&amp;#039;&amp;#039;&amp;#039;&amp;lt;/B&amp;gt; You&amp;#039;re right that it&amp;#039;s very limited because of the scarcity of ingredients. You can occasionally find them in the shop in Watertop, and there is a &amp;quot;cheat&amp;quot; for checking the shop&amp;#039;s inventory over and over again in a different thread. &amp;lt;br/&amp;gt;&lt;br /&gt;
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&amp;lt;B&amp;gt;&amp;#039;&amp;#039;&amp;#039;Dragoncaller:&amp;#039;&amp;#039;&amp;#039;&amp;lt;/B&amp;gt; A warrior actually makes a great Dragoncaller. Mine stands in the second rank and dishes out 25,000 HP of damage per round with something you&amp;#039;ll find in Miners Deep in the expansion.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;postinfo&amp;quot;&amp;gt;Post by chrlpolk on 19/01/2020, 03:49:50&amp;lt;/div&amp;gt;&lt;br /&gt;
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For me:&amp;lt;br/&amp;gt;&lt;br /&gt;
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Hunter - Ranged sniper!  Equipped with a bow, particularly the original endgame/aftergame one, my Hunter would crit spellcasters before they could get into casting range.  I just found the Hunter useful throughout, but the further in I went, the more useful I found the class!  I wouldn&amp;#039;t ever give a melee weapon to a hunter, ranged crits is where it&amp;#039;s at!&amp;lt;br/&amp;gt;&lt;br /&gt;
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Edit:  It felt to me like the Alchemy skill was that little boost that gave non-magic classes more utility.  I&amp;#039;m not sure if that was the intent, but that&amp;#039;s the way it was used in my game!  I focused it on the Rogue, although if you&amp;#039;re finding the Hunter lackluster, that&amp;#039;s a good candidate, too.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;postinfo&amp;quot;&amp;gt;Post by aldube30 on 19/01/2020, 05:17:34&amp;lt;/div&amp;gt;&lt;br /&gt;
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Yes, Spirit Chant is very handy, I often walk away from the game to do other tasks while that Bard song is playing, I haven’t used a harmonic gem in the game yet.  I started using the harmonic splinters to empty my storage, 20-40 mp is kind of meaningless when the Mage’s mp is 900+&amp;lt;br/&amp;gt;&lt;br /&gt;
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I thought I lost access to the inferno after beating it, I couldn’t access it again from the sewers, I didn’t know it was at the savage crossing.  It’s a lot easier to get through with Armageddon &amp;amp; Dragon bow + ghost arrows on the Rogue.  Haven’t got any further than the town in the astral plane &amp;amp; silver mountains, I’m just barely making it at lv31.&amp;lt;br/&amp;gt;&lt;br /&gt;
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I’ve seen the shop at Watertop that sometimes has alchemy ingredients, but whatever the alchemy skills do, it seems items &amp;amp; magic can do the same for cheaper &amp;amp; easier.  If a add-on of extra abilities was being considered, a Experience add-on of 10% - 50%  per level would of been a more preferable &amp;amp; practical approach than making the alchemy option awkward, players would have to carefully weigh the option of slower level advancement being worth the added ability.&lt;br /&gt;
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[[Category:Archive]]&lt;br /&gt;
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