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Release Announcement: The Wizard's Apprentice Chapter II: The Talisman and the Eye


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#51
M. Rieder

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I'm very glad you liked it, Dan. I'll have to remember to make a version of TWAIII with the standard stock golem so that you can play it. It should be pretty easy.... in fact, I probably could have done that for TWAII. Wish I had thought of that sooner.

I am intrigued by your clever use of equipment and prestige classes. I never thought of using the sneak attack bonuses of that sword with the touch range attacks. Very clever indeed! And using the piercing cold on the dragon is very clever too. Nicely done.

#52
Arkalezth

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M. Rieder wrote...
I am intrigued by your clever use of equipment and prestige classes. I never thought of using the sneak attack bonuses of that sword with the touch range attacks.

That would mix well with the feat Invisible Needle, if using Kaedrin's (also for Arcane Tricksters).

I thought about Frost Mage when I played, as it fits the environment (though not specially useful in most fights), but I finally went the EK route to mix and match some melee and spellcasting. There was a certain weapon that I had to use...

#53
M. Rieder

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Arkalezth wrote...

There was a certain weapon that I had to use...


LOL.   I always tested as Arcane Scholar of Candlekeep.  I liked the lower level spots for metamagic feats.  They come in quite handy very often.

#54
Fnast

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re: Invisible Needle. Yeah, a couple of the Reserve feats are nice that way. (I like the sonic one, since it is ranged touch and also can deafen for a round.) I had taken the Fiery Blast reserve feat before I'd decided to go with a Frost Mage, so if I were rebuilding, I'd go with Winter's Blast, even though it wouldn't apply the ranged sneak attack damage, either. That was just an inspired perk that was incidental--I gave my mage Monkey Grip so she could wield the quarterstaff that provided immunity to mind control without giving up the Winding Road staff's extra spells, and then considered what ELSE she could carry in her other hand that gave nice perks.

Incidently, I never figured out what the intelligent sword did with its "on-hit" special ability. Blaerdrig was so effective with that battle-axe with haste on it and the short sword giving TWF feat that I never got to actually test that sword out in combat. Anybody know?

Dan

#55
Arkalezth

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*** SPOILERS ***

It speaks. It makes some comments when hitting enemies, and you can start a conversation by using its special power.

#56
Fnast

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OK, didn't miss anything then. I did run through all of its conversation options. I ended up giving it to one of the barbarian warriors to use during the tower assault, and of course never got it back;-)

#57
M. Rieder

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Dan, it's interesting to see how you built out blaerdrig. I usually give my tanks the biggest weapon I can find, but it's good to hear that some of the other items I put in the game are getting use as well - especially that longword with the sneak attack damage. Wasn't sure if anyone would use it.

#58
Frosty44

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This is really strange. The sahaugins never showed up for me but the golem and basilisk did. As to that sword, my main character is using it. It hasn't said anything though - I'll have to check that out in the final battle. It's funny to see a sorcerer fighting with a longsword, but she's doing well with it! I have Blaerdrig using the Great sword with fire damage.

#59
M. Rieder

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I'll be interested to see how you do with a sorceror. I wasn't sure how it would go.

#60
likeorasgod

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M. Rieder wrote...

I'll be interested to see how you do with a sorceror. I wasn't sure how it would go.

My next play through of this mod I was thinking of doing an Elvish Sorceror to use a long sword like an EK..

#61
M. Rieder

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There are several items which should go with an EK quite nicely, let me know how it goes.

Modifié par M. Rieder, 18 avril 2012 - 12:07 .


#62
likeorasgod

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I was bored last night and started up an Evoker nuker char based on one of of my TT Wizards of old...well guess what I found out. This specialty class is restricted of certain key spells that you need just in the first part. Ouch....guess I'll have to go back and change a few things. I tend to alwlays make my chars Necromancer speciliest since it has the best selections of spells. Would love to do a good Illusionist char too, but think I'll have the same problem here too.

#63
Maeniel Celeres

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Hey there M. Rieder. Just wanted to say I finished playing both Wizards Apprentice modules yesterday, and I must say its one of the best sagas I have ever played! I loved how certain spells could help you in convos and the like (Although after the Dark Seekers tower, there were very moments when I used any spell aside from Claivoyance). The story was also really good, I liked how you gave it a darker tone in the second chapter.
Two things I want to tell/ask about:
1) I have one more Sylph dropping remaining, will that be used in Chapter 3? Or have I missed something? I have the White Dragon Cloak, the Beetle Skullcap (That was a nightmare to get!), The Arctic Fell Troll Gloves and the Winding River Quarterstaff.
2) Interesting little bug I found. Not sure if you have been told this before, but if you give the belt of morphing to the Golem, when you take it off him, he suddenly becomes a Dwarf! and it stayed like that for the rest of the chapter (I just wrote it off as using something similar to a polymorph spell to disguise it.)
Anyway, great module, looking forward to Chapter 3!

#64
M. Rieder

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Hi Maeniel,

Glad you liked it. The dwarf thing is a known bug and I left it in there because I think it is hilarious. If you ever want to fix it, let me know and I'll tell you how.

There is one more sylph dropping for chapter three. You haven't missed anything. Glad you had fun.

#65
Dorateen

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M. Rieder wrote...

 The dwarf thing is a known bug and I left it in there because I think it is hilarious.


There's nothing funny about being changed into a dwarf. It's a badge of honor.

By the way, Mr. Rieder, did you know your modules were given a review on the website of Knights of the Chalice, which is a professional independent RPG developer.

He's very old school, and some of his comments might be harsh, but overall he gave your work high praise, especially the second chapter.

http://www.heroicfan...06&p=3614#p3614

Harumph!

#66
Seipherwood

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Im stuck on a part with the 3 frost giant statues. It says to return what they gave or something, i dont remember it exactl. I tried giving them the keys but that didnt work and im completely clueless on what else to try and give them.

Nevermind, figured it out thanks to that review <_<

Now im stuck right after that and it talks about some child lol. I helped all the spirits but dont remember the child giving me anything.

Modifié par Seipherwood, 03 juillet 2012 - 04:31 .


#67
memyselfeandi

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Hi M. Rieder

This tread looks unused for sometime now but still wanted to say a public thanks anyway. (I am one of those that cannot post on the vault as it won't let me sign in and fails to respond to password corrections. Why? Who knows)

While I never play a spellcaster as the protagonist, I took a chance here. Very glad I did. Really loved the mod you created both in atmosphere and interest. When combined with the very short chap 1 (prologue really) it gave me hours and hours of playtime and pleasure. I was interested in the characters, their fate, lore and ultimatley what happend to them. The maps were very well made and I really love the fog of war which harkens back to Icewind Dale/ Baldurs Gate enticing me to check out every nook and cranny. Exploring the seekers tower near the start was very good. Good job in building up the story (and my stats). Loved the whole winding chasm of the Basalisk, waterfall and Deepfrost area. Very nicley done. Another well done feature is the dialogue. Excellent actually. Some mods provide too little of it and some are overy verbose but it seems you struck a nice balance here. Like a good book hard to put down. Journal was actually helpfull too. Many games have been quit or spoiled by too little (or too much) info or overly cryptic entries that make trying to figure out the next move more trouble than it's worth. Also appreciate the fact that while these are "chapters" they felt conclusive with an ending. Remember Subtlety of Thay "chapters"? Great game that just left you hanging.

Anyway, if you're still visiting this page, a very big THANKS for an outstanding submision. I can only hope that you extend it to chap 3 so we can find out what happened to Ayele and the fate of the Cairn valley. All the best to you!

M.

#68
olnorton

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I'm stuck at the start, I went through the exit door of the Hall of Training, there is just a few stairs & then black nothing. (Hall of Masters Grand Hall)
Is this a game breaking bug, or is there another way out?

#69
kamal_

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olnorton wrote...

I'm stuck at the start, I went through the exit door of the Hall of Training, there is just a few stairs & then black nothing. (Hall of Masters Grand Hall)
Is this a game breaking bug, or is there another way out?

There is a game engine bug that causes this sometimes, often through doorways. Use the wasd keys to move into the black.

#70
olnorton

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I mostly play in character mode, so I was using the wasd keys.
I can't move through the blackness at the top of the stairs, I just stop like a solid wall.

I'm thinking it might be related to an earlier bug with the devil.
Is he necessary to proceed upstairs?
The first two play throughs, I spoke to him, he told me about the key, my gear, & not knowing who the master is, & he freed himself without me having to break the pillars (no further conversation)
On my last playthrough, I tried freeing him without talking to him (not really the smart roleplaying option)
It gave me a lot more conversation options.
However, it didn't help me get passed the black wall.
Could these bugs be related?
There is a mirror upstairs, you can't bash it, do I have to do something with that maybe?

#71
4760

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M. Rieder wrote...

I'll be interested to see how you do with a sorceror. I wasn't sure how it would go.

Works well! Only thing is you won't be able to get all five distractions (to create some mess to help escaping) as sorcerers don't use the necessary skill (I chose the draconic path upon creation, and then use the recommended level up choices).

#72
Arkalezth

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4760 wrote...
... as sorcerers don't use the necessary skill

What skill is that?

#73
4760

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I think it's "arcane lore" (I had a 5th or 6th level sorcerer at the time I revived the corpse, but had no other choice than "continue" when trying to give orders. And of course there came a time when the control over the zombie failed...)
I used the "recommended" button for leveling up, and only "concentration" and "lore" (not sure about the translation, but that's the skill allowing you to identify magic items) were increased (one point at a time).
So either it's a skill not typical to "standard" sorcerers, or higher than level 6 (and then it won't be possible with the same character as the one from the prologue, unless he started at a level higher then 3 or even 4).

Modifié par 4760, 02 juillet 2013 - 05:41 .


#74
Arkalezth

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I guess you mean Spellcraft. That's one of the main skills for both wizards and sorcerers, so I'd suggest increasing it (I'd also recommend not to use the "recommended" button).

Red Dragon Disciple (which I don't recommend for this module) has a Lore requirement, so that explains why you have it instead of Spellcraft.

#75
4760

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Arkalezth wrote...

I guess you mean Spellcraft.

Yes, I compared the English and French versions of the manual (yes, I have a French version of the game), and that's the one.

Arkalezth wrote...

Red Dragon Disciple (which I don't recommend for this module) has a Lore requirement, so that explains why you have it instead of Spellcraft.

I confirm, you will still find the module nice to play though.

Regarding the "recommended" button, I don't usually follow the advices (well, that means almost never!) but since it's the first time I enjoyed playing a spellcaster, I didn't quite know what to choose (I'm more used to rogues, but mostly because I find this class more suitable for solo modules: traps, locks, stealth, weapons, armors - all this with one character).
And the modules were so addictive that I didn't even bother to read the manual!

Modifié par 4760, 02 juillet 2013 - 08:03 .