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ArthurWalden: No, it won't break the game to not have Durfey with you, though you will miss out on some plot things. As far as I can recall, it never breaks the game to have or not have an NPC with you in gold box. Yes, NPCs charging into combat can be a pain. That is why it is good to have a high charisma in D&D gold box, as that will usually let you control your NPCs in combat, except in the first two, Pool of Radiance and Curse of the Azure Bonds, where the computer always controls NPCs. (In the Buck Rogers games, there is a specific Leadership skill that does the same thing.) In your case (and in any case for a party without high charisma), I would recommend giving Durfey a bow and plenty of arrows and equipping them. That should keep him in the rear lines in combat. (It's possible that won't work, but I think it will.) Just one more thing to remember: NPCs are not allowed to trade items to other characters while they are conscious.

It's been a while since I played, but I don't recall anything about a magic shop in Cekos, and I can't find anything in the clue book about it. The Death Knights of Krynn clue book does tend to skimp on details sometimes, so that doesn't mean for sure it isn't there. Sorry I don't know anything about this.
From what I've read, apparently having a Knight in the party can increase the chance of being able to control NPCs, and apparently the chance increases with higher ranks, with Knights of the Rose having the highest chance. (But is it worth the increased XP requirements?)
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ArthurWalden: No, it won't break the game to not have Durfey with you, though you will miss out on some plot things. As far as I can recall, it never breaks the game to have or not have an NPC with you in gold box. Yes, NPCs charging into combat can be a pain. That is why it is good to have a high charisma in D&D gold box, as that will usually let you control your NPCs in combat, except in the first two, Pool of Radiance and Curse of the Azure Bonds, where the computer always controls NPCs. (In the Buck Rogers games, there is a specific Leadership skill that does the same thing.) In your case (and in any case for a party without high charisma), I would recommend giving Durfey a bow and plenty of arrows and equipping them. That should keep him in the rear lines in combat. (It's possible that won't work, but I think it will.) Just one more thing to remember: NPCs are not allowed to trade items to other characters while they are conscious.

It's been a while since I played, but I don't recall anything about a magic shop in Cekos, and I can't find anything in the clue book about it. The Death Knights of Krynn clue book does tend to skimp on details sometimes, so that doesn't mean for sure it isn't there. Sorry I don't know anything about this.
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dtgreene: From what I've read, apparently having a Knight in the party can increase the chance of being able to control NPCs, and apparently the chance increases with higher ranks, with Knights of the Rose having the highest chance. (But is it worth the increased XP requirements?)
Hmm...didn't know about that.
Good hint about giving him a bow. I guess I have to get him knocked out by enemies to drop his sword for that (I gave him and readied a sword +1 but the game changed back to his normal one).
I finished the side quest in Cekos and really, after that a magic shop is available but sells only arrows +2 (15,000 steel for 10, but with the loot so far I was able to buy 150 and still have some dozen jewels) and "darts of hornets nest" (awesome name but only +1, and this for 5,000 steel for just one).

So indeed still no potions and stuff around (although so far I had no need).
Post edited July 19, 2023 by Britannia47
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Britannia47: I finished the side quest in Cekos and really, after that a magic shop is available but sells only arrows +2 (15,000 steel for 10, but with the loot so far I was able to buy 150 and still have some dozen jewels) and "darts of hornets nest" (awesome name but only +1, and this for 5,000 steel for just one).

So indeed still no potions and stuff around (although so far I had no need).
Darts of Hornet's Nest can actually be quite powerful. I'm a little unsure how they work in 1st edition and gold box, but I believe the attacker gets multiple attacks (a large number, in fact) with one dart at a notably short range and that damage is increased considerably with strength, so a high strength warrior should be able to do a lot of damage. According to Stephen Lee (if I recall correctly), at least in Curse of the Azure Bonds, haste actually doubles the number of attacks with a Dart of Hornet's Nest, making them even more powerful. (I believe that last fact might be a bug, since I think those Darts are not supposed to be affected by haste in 1st edition. Someone correct me if I'm wrong.)
The bank in the Gargath Outpost is bugged: I can get my jewels, gems and money but not the items I stored. Instead, there is a menu of some cheap stuff like I am in a small weapon shop (hoopak, sling, arrows, bows darts).

Bye-bye, 400 arrows +1 from Champions of Krynn. Okay, not too bad, with the loot I can afford arrows +2 in Cekos.

Encumbrance is annoying - not just because it ends, but it ends despite the character stil has six or more movement points - in my understanding a character who cannot carry anymore should have three maximum. Or maybe it is not just the weight but also the inventory slots. Will see the table one of you recommended about how much can a char with x STR carry.
Post edited July 22, 2023 by Britannia47
Agreed that encumbrance is a burden in gold box (sorry about that). I didn't know about the bug in the Gargath Outpost vault, however. I don't understand what you mean by encumbrance "ends." Increasing encumbrance, mixed with the type of armor the character is wearing, will decrease combat movement by three points at a time, to a minimum of three. I thought that's how it always works in gold box.
Sorry, "encumbrance ends" = "overloaded".

Yeah, that's what suprised me, the minimum wasn't three, the game stated "overloaded" also at six points.
I think there are separate game mechanics for how encumbrance slows combat movement and at what point your character is simply considered overloaded and can't pick up anymore. I think that usually by the time you reach overloaded status you have been slowed to three movement points but that may not always be the case.
I just rediscovered that armor also influences movement, so I prefer e.g. Chain +4 over Plate +2 (less weight, more movement at the same AC of 1).

Could "Protection from Evil, 10' radius" be bugged? When someone casts it in camp, only he is affected (can be seen via the party magic status), although one can assume the party is together. When someone casts it in battle, only the target affected - no status to show, but only the tareget is surrounded with stars, otherwise more would be, wouldn't they?
Post edited July 23, 2023 by Britannia47
Good idea with the armor. One good idea: if you're playing a gold box game where you don't (yet) have enough magic armor, give your warrior types nonmagical banded mail, rather than plate mail. Nonmagical banded mail is not only cheaper and lighter, it allows much better mobility in combat. This is much less of a problem with magic plate mail.

As for Protection from Evil, 10' Radius, it only affects the character is was cast on and every other character adjacent to the recipient in combat. As protection for everyone is probably near impossible to coordinate this way, you should cast a basic Protection from Evil on all characters individually. The spell is very useful as long as you're facing evil enemies (which is the majority of them), so I would recommend this.
That's the problem, the other charcters adjacent to the recipient do not get the spell. At least, there are no spell effects (stars around the figure accompanied by jingle) s as with other spells, just on the recipient.

How do I get to the evil mage in Quazle? The game itself, cluebook and walkthroughs say bashing, picking or casting "knock", but every one just gets the info "the door is still locked". Oddly, after choosing the spell, it still is available (I only memorized it once).
I don't know what to say. These all sound like bugs.

That said, I would still recommend casting Protection from Evil (not the 10' Radius version) on each character individually before combat. I would think the bug would be irrelevant then. (Sorry I can't help you with the Gnome Village.)
Post edited July 27, 2023 by ArthurWalden
Hm, maybe also a bug. But not too bad, it does not block my game and the loot behind the door is not so great. And about protection, yes there is still the normal variant.

I know fighter classes get more attacks per (every other) round, but what means 3/2 (for levels 7 to 12) and 2/1 (from level 13 on) from the bonus attack table?

Are there sufficient magic shops in DQK or should I buy arrows +2 before transfering the party (I hope it works again)?
Post edited July 27, 2023 by Britannia47
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Britannia47: I know fighter classes get more attacks per (every other) round, but what means 3/2 (for levels 7 to 12) and 2/1 (from level 13 on) from the bonus attack table?
For Fighter, Paladin, and Knight, correct.

For Ranger, incorrect; the extra attacks are gained at levels 8 and 15. Note that they can only level up to 7 in Champions and 14 in Death Knights, and are therefore rudely screwed out of a half attack until the final game of the series.