Orc Shamans and other casters - ID: 490

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This topic was started by Zonaree on 24/02/2012, 16:20:20

Hey all

First off Thanks very much Mario for such an awesome game and all the help you have given me.

Now the question at hand is how to deal with Orc shamans and other casters that love to keep their distance and have long range AOE type spells. My group has 2 warriors 1 rogue 2 conj and 2 mages > prob not the best group in the world I'm sure but it made sense at the time when ever i run into orc shamans i end up having to flee or die because of their spirit strike spell. Most times they are 70+ feet a way. I tried once waiting them out on mana since they will throw that terror vision spell or heal them selves every round and as long as I'm out of range of spirit strike I'm ok. But they don't seem to run out of mana in a reasonable amount of time. Any suggestions on how to get around this? Or am i stuck with either changing my group, Fleeing constantly, Or dying?

Thanks
Z


What level are your magic users? If you've got a level 13 conjurer then you can keep them at a distance using "Further Foe", then you can hit them with distance spells or your rogue...

If you're not at a high enough level then it might be worth going to the bandit cave and getting some more experience by fighting the Tarasz on the bridge multiple times (attack/kill/leave cave/re-enter); not that I would ever condone such an exploit... :)


Ok thanks I'll try that. I thought the bandit camp was higher then the Burial mound all of my characters are lvl 12 still and i haven't gotten the recent spells since i can't get enough cash up due to them always dying :(


So is there a way to drain there mana or silence them so that when i get in range of their spells i don't get killed? so far it seems as soon as i get close to them they start blasting me far enough away that i can't do anything. or what ever i do do they end up just healing.

would be nice to have a way to advance individual characters so i can send my melee into fight while my casters stand back and lob spells.


Quote from Author: Zonaree
So is there a way to drain there mana or silence them so that when i get in range of their spells i don't get killed? so far it seems as soon as i get close to them they start blasting me far enough away that i can't do anything. or what ever i do do they end up just healing.


would be nice to have a way to advance individual characters so i can send my melee into fight while my casters stand back and lob spells.

A hunter with a bow can work well against them using the critical hit ability. This takes some patience though. Otherwise, you may just have to wait until you have some more powerful spells. IIRC the first level sorcer spell outranges their spells so you can wear them down with that. Orc Shamen are tough.


I may have to try that. Unfortunately i don't have a hunter i made 2 warriors 2 mag 2 con and a rogue

I'll have to try to wait for the higher spells atm. or see if my rogue can get them with a bow.


yo Z,

don't wanna bum ya out, howeva, u might consider redoin your party... u haven't invested too much time in the game, yet...! :) rogues become obsolete pretty fast with the Trapzap spell... hunters keep getting mo betta and can critical at a distance without having to sneak around... warriors i am unfamiliar with as i like having a paladin and their bonus spells available... also, a bard is supa helpful with the travellers ditty for running when u need to... this especially useful when going into the bandits cave for the expeience runs, cause if the dudes on the bridge are closer than 30ft, run! come back and if they are 30 away u can usually dust them before they get within striking range...

and...
u might consider developing 3 casters... it might be fun to be able to summon up something or have someone join ur party, butt, it's usually for a short time and you can't develop them like your own player... also, u will be stoked later on in the game having multiple options to take down the badies before they disect your party...

injoy the game!
blessingzzz


I've thought about changing my group just not sure the best way to do it. the reason i keep the rogue is for picking locks, finding traps and secrets. if there were a detect trap spell and a knock spell Id prob ditch the rogue. i thought about once i get to lvl 18 >which is the max i think I'll class change my warriors into paladins if they can even do that. as far as my 4 casters Not sure the best way to change them up since doubling up seems to be the only thing keeping me alive sometimes. for some odd reason they always end up getting squished first so i need a back up.


Quote from Author: Zonaree
I've thought about changing my group just not sure the best way to do it. the reason i keep the rogue is for picking locks, finding traps and secrets. if there were a detect trap spell and a knock spell Id prob ditch the rogue. i thought about once i get to lvl 18 >which is the max i think I'll class change my warriors into paladins if they can even do that. as far as my 4 casters Not sure the best way to change them up since doubling up seems to be the only thing keeping me alive sometimes. for some odd reason they always end up getting squished first so i need a back up.

There are several spells that detect traps and secret doors. There is also a "knock" spell.
Only casters can change class. There is no limit, however once they have the 7th set of spells (available at level 13) there isn't much point to staying in the same class.


OK thanks I'll work on getting those classes improved. Prob can level another melee up fairly quickly just more of a matter of who to get. Considering a Paladin but not really sure. I have seen there's a lot of spells that will reach the full distance that should cover the range stuff fairly well.


I figured out a way to kill the Orc Shamans that works every time and I didn't have very high level spellcasters either. The trick is to have at least two spell casters with the Hailstorm spell and at least 40 spell points each. This spell will reach up to 50'. When you have eliminated all of the other monsters in the group attacking you, advance until you are 50' from the Orc Shamans and hit them with at least two Hailstorm spells. Do not come any closer than 50 or you will be within their striking distance. This will kill them most of the time. Occasionally one Shaman might heal the group before you have a chance to cast your second Hailstorm spell but this is not very often. Just fire another round of Hail at them if they do.


You really need a Paladin. Their spells seem a bit lame at the start, but their power increases every five levels - so a Lv 20 shield spell would give a -4 AC bonus to your entire party. Furthermore, there is a pretty awesome weapon in the second half of the game that only a Paladin can use - believe me you will not want to miss out on this one.


Rogues are also good at ranged weapons. Searching the ridge fault will get you a particularly awesome bow.

Orc shamans are very tough when you first encounter them. A hidden rogue can pick them off one by one with arrows or you can advance to melee range, absorbing damage as you go. Other than that, you're better off fleeing until you come up with Absorb Magic or Spectre Touch. Hailstorm is probably the best offensive spell till you reach Level 13 Sorcerer.