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At what level should I start each of the mods?


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#1 kiwidoc_again

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Posted 07 May 2012 - 01:55 PM

In your FAQ you recommend starting TotDG at around level 10 or 11. I couldn't find any recommendation for the best level for starting the other mods in your collection. I'd greatly appreciate your advice on when to start Innershade, and The White Queen.

#2 Lava Del'Vortel

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Posted 07 May 2012 - 02:06 PM

I think the recommendation for Innershade would be more or less the same. The White Queen may need a bit higher leverls, because you will have to face for example a mage as powerful as a lich, some golem-like creatures etc. White Queen includes some fights you may find troublesome when having team members, who have just like level 10. So, it would be like:

TotDG: level 10-11
Innershade: level 10-11 (maybe even just 10)
The White Queen: 12-14

However, you may go and visit Innershade even now, because you don't really have to start the main quest once you enter the area. You may just visit Barbara the granny, to check the wares etc.

I hope you will enjoy the series.

Edited by Lava Del'Vortel, 07 May 2012 - 02:07 PM.


#3 -Guest-

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Posted 07 May 2012 - 02:19 PM

Many thanks for such a prompt and helpful reply.

I've got another question before I set up my new game. I'd like to know a bit about the kit for Pure Heartwarder, so I can choose between that and the cleric/thief option.

#4 Lava Del'Vortel

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Posted 07 May 2012 - 02:26 PM

I would rather suggest playing cleric/thief. Yvette will still get the kit. And the description is here:

HEARTWARDER OF SUNE: Heartwarders of Sune are clerics who worship Lady Firehair - goddess of beauty, love and passion. Heartwarders are known for their beauty and intellect. Sune gives her worshippers special powers from her domain - Evergold. It is believed that only women may serve Lady Firehair, but the truth is that there are men who serve Sune. These priests are known for their beautiful appearance. They focus on the protection of beauty under many different aspects. Because of Sune's love of joy and distaste for violence many of the abilities learned and used by heartwarders avoid direct harm, instead charming opponents or healing allies.

ADVANTAGES:

-May cast "Lips of Rapture" once a day. It provides one ally 10% magical protection, although there is 5% chance that this spell will also cause berserk to target. Both protection and possible berserk lasts 45 seconds.
-At level 12 is given "Sune's Kiss Prayer" ability, which works as "Cloak of Fear" spell.
-At level 14 is given "Siren Voice" ability, which can charm person or mammal for a short time.
-At level 16 is given "Emotional Armour" ability, which cause Heartwarder 10 HP damage, but gives target 30% non-cumultative resistance to all kind of phisical attacks. Casters saving throw (vs. Death -2) for reduction to 5 HP damage. Effect last 50 seconds.

DISADVANTAGES:

-Can be only of neutral good or chaotic good alignment.
-Must be elf, half-elf or human.
-Due to lack of fighter's training suffers -1 damage penalty.



#5 -garbagehere09@gmail.com-

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Posted 09 April 2013 - 08:58 PM

1) Deep Gardens: I just played it, it was somehow Vgood. Good atmosphere creation. Unique.

 

2) The silvergolem thing was too hard, I had to go get the spoiler page. It should be "below 50% health", as death is likely to occur.

 

3) That "mysterious wizard" standing in Government district should be changed. I mean this adventure is actually higher level, but if you put him in Government district, with a simple riddle that has 3 days to expire, ppl will do it too early. They won't have any power or gold. You need serious power and gold to do deep gardens. And you can never go back again, and not only that you cannot back out of the Gardens to do it later.

It is a do or die affair.