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In Hap being attacked by the patrols is a good thing, 'cause the alternative will in the end be worse.

Elfin Chain: in the IE games it allows casting magic spells while in metal armour, but I don't think it works that way in the GB games. If it doesn't it should at least allow thieves to backstab in armour better than Studded Leather.
BTW, Elfin is AFAIK an archaic word meaning the same as Elvish.
Post edited March 12, 2016 by PetrusOctavianus
Ah I gotcha. I also didn't realize that towns are done a bit differently in this game. Let me ask you yet another question Petrus: My whole party is overloaded with money that their movement is only 3. Do these games have any kind of storage or should I just dropped some of this platinum I'm hauling around?
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cbarchuk: Ah I gotcha. I also didn't realize that towns are done a bit differently in this game. Let me ask you yet another question Petrus: My whole party is overloaded with money that their movement is only 3. Do these games have any kind of storage or should I just dropped some of this platinum I'm hauling around?
IIRC there are no vaults in CoAB, so drop all those coins. Kepp Jewels, Gems and lightweight magical items instead, like Bracers. IIRC there's only one magic shop in the game, so there's not much to spend money on anyway.
Need some more advice here. I've got an elven fighter/mage that I've been using more as ranged character who uses a bow and, of course, casts spells. I've been using my human cleric as a melee/tank character. Well my cleric seems to get killed a lot. Would I be better having them switch roles? So have my cleric stay in the back with a staff sling casting spells and making my fighter/mage more of tank with protective spells?
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cbarchuk: Need some more advice here. I've got an elven fighter/mage that I've been using more as ranged character who uses a bow and, of course, casts spells. I've been using my human cleric as a melee/tank character. Well my cleric seems to get killed a lot. Would I be better having them switch roles? So have my cleric stay in the back with a staff sling casting spells and making my fighter/mage more of tank with protective spells?
That's probably a good idea.
But your Fighter/Mage being Elf may not be possible to revive if killed.
Your cleric should have more HP and no worse AC than your fighter/mage and since slings aren't as effective as bows from the distance so switching roles doesn't look useful. But you can try putting everyone into melee so enemy attacks are divided among your party members.
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PetrusOctavianus: But your Fighter/Mage being Elf may not be possible to revive if killed.
In this series, that isn't as big a deal as you might think.

In SotSB and earlier, Raise Dead causes permanent CON loss (which I would rather reload than accept), and Resurrection does not exist, so any death is a reload.

In PoD, elves are useless because of the level cap, therefore the issue of elves not being resurrectable does not come up.

Now, if we're talking about the Krynn series, that's a different story. Same if we're talking about Icewind Dale or its sequel, except that Resurrection works on elves and is available. (Of course, IWD got rid of the permanent CON loss with Raise Dead, but kept the no-elf rule. Go figure.)
Well my party is as follows:

Female Human Paladin - Solid Character
Male Human Ranger - Solid Character
Male Elven Fighter/Thief - Solid Character
Female Human Cleric - Necessary but she has died a lot.
Male Fighter/Mage - Bow user and backup spell slinger - Pretty Solid
Male Human Magic User - Sometimes needed. Sometimes useless.

My issues are mainly with the last two characters. The reasons are probably due to 1. I'm not very good to begin with and 2. Not having a solid understanding and liking of spell casters. I'm not really sure what the best spells are. I've been trying different kinds. Stinking cloud has been a life saver for me many times. I'm just not really feeling the last two characters. I would almost rather get rid of one and turn him into some kind of fighter or another cleric. I'm using the gold box companion so I could easily drop a character and level up a new one. What do you guys think? Also any general tips on spells or how to be utilize these characters would be appreciated.
The Fighter/Mage is potentially the most powerful characer in your party, if buffed with things like Mirror Image and Globes of Protection.

The magic user is rather a specialized character since in some battles he plays hardly any part, while in others he Fireballs most of the enemies. That's normal.
Personally I often end up using the mage to set up backstabs for the thief.

As for which spells are best...
Lv 1:
Sleep is very useful for lvl 1 characters facing stuff like Orc, Goblins and Kobolds.
Enlarge is very powerful once your mage reached high levels. It significanly increased your party's total damage output if cast on all your Fighter types. Usefulness is dependent of playing style, though. Not very useful is walking around with Search on all the time, but if not it can last several hours of in game time.
Charm Person is potentially very powerful if you can get a high level humnoid to switch sides in combat.
Magic Missile is good for disprupting enemy spell casters of to damage especially well armoured enemies.

Lvl 2.
Stinking Cloud is a fabulous spell that even Dragons often fall victim to.
Other lvl 2 spells are generally not very useful.
Mirror Image is a good buffing spell in the most difficult battles.
Knock is sometimes neede to unlock doors.

3.
Fireball
Lightning Bolt
Slow (can be useful against groups of enemies with high HP)
Haste (very good buffing spell before dificult battles)
One Dispel Magic can also be nice to have in emergencies.

4.
Ice Storm is nice. No saving throws.
Charm Monster rarely works, and only targets two enemies.
Minor Globe can be nice.
Fear is generally useless, and it also affects allies caught in the AOE.
Confusion can be useful against large groups of enemies, but in practice is rarely very effective.

5.
Hold Monster can be very useful.
Cloudkill can instantly kill low level enemies. Also good for disprupting the spell casting of groups of mages that are high enough level to not be outright killed, by harming them each round.
Cone of Cold: hard to target, but can be very effective.
Post edited March 14, 2016 by PetrusOctavianus
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PetrusOctavianus: Sleep is very useful for lvl 1 characters facing stuff like Orc, Goblins and Kobolds.
Does this situation come up in CotAB, seeing as the game *starts* you around level 5?
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PetrusOctavianus: One Dispel Magic can also be nice to have in emergencies.
Clerics also get that spell, and their other level 3 spells don't look nearly as useful as a Magic-user's other level 3 spells.
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PetrusOctavianus: Enlarge is very powerful once your mage reached high levels. It significanly increased your party's total damage output if cast on all your Fighter types. Usefulness is dependent of playing style, though. Not very useful is walking around with Search on all the time, but if not it can last several hours of in game time.
It's worth noting that this spell *ignores* race, class, and gender strength limits, so you can give your female halfling thief the strength of a giant if you want.

Strength is weaker and does not ignore such limits, but according to the manual it lasts a lot longer.
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PetrusOctavianus: The Fighter/Mage is potentially the most powerful characer in your party, if buffed with things like Mirror Image and Globes of Protection.
It's worth noting that Paladin/Magic-user and Ranger/Magic-User (especially the latter) are better in the long run. P/M gets the paladin abilities on top of everything F/M gets. R/M gets the ranger abilities and, importantly, can cast spells in armor. Dual-class F/M and P/M do not get that ability, but dual-class R/M does.
Post edited March 14, 2016 by dtgreene
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PetrusOctavianus: The Fighter/Mage is potentially the most powerful characer in your party, if buffed with things like Mirror Image and Globes of Protection.

The magic user is rather a specialized character since in some battles he plays hardly any part, while in others he Fireballs most of the enemies. That's normal.
Personally I often end up using the mage to set up backstabs for the thief.

As for which spells are best...
Lv 1:
Sleep is very useful for lvl 1 characters facing stuff like Orc, Goblins and Kobolds.
Enlarge is very powerful once your mage reached high levels. It significanly increased your party's total damage output if cast on all your Fighter types. Usefulness is dependent of playing style, though. Not very useful is walking around with Search on all the time, but if not it can last several hours of in game time.
Charm Person is potentially very powerful if you can get a high level humnoid to switch sides in combat.
Magic Missile is good for disprupting enemy spell casters of to damage especially well armoured enemies.

Lvl 2.
Stinking Cloud is a fabulous spell that even Dragons often fall victim to.
Other lvl 2 spells are generally not very useful.
Mirror Image is a good buffing spell in the most difficult battles.
Knock is sometimes neede to unlock doors.

3.
Fireball
Lightning Bolt
Slow (can be useful against groups of enemies with high HP)
Haste (very good buffing spell before dificult battles)
One Dispel Magic can also be nice to have in emergencies.

4.
Ice Storm is nice. No saving throws.
Charm Monster rarely works, and only targets two enemies.
Minor Globe can be nice.
Fear is generally useless, and it also affects allies caught in the AOE.
Confusion can be useful against large groups of enemies, but in practice is rarely very effective.

5.
Hold Monster can be very useful.
Cloudkill can instantly kill low level enemies. Also good for disprupting the spell casting of groups of mages that are high enough level to not be outright killed, by harming them each round.
Cone of Cold: hard to target, but can be very effective.
Thanks again Petrus for all the great tips. I'm having more fun figuring out and playing these old games than pretty much anything out today. They've got a vibe and a charm that is just amazing. Sounds like I should be using my fighter/mage in melee. All this time I've been having him use a bow. I will try that out along with protective spells and let my single class mage do all the pew pewing.
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cbarchuk: Ah I gotcha. I also didn't realize that towns are done a bit differently in this game. Let me ask you yet another question Petrus: My whole party is overloaded with money that their movement is only 3. Do these games have any kind of storage or should I just dropped some of this platinum I'm hauling around?
avatar
PetrusOctavianus: IIRC there are no vaults in CoAB, so drop all those coins. Kepp Jewels, Gems and lightweight magical items instead, like Bracers. IIRC there's only one magic shop in the game, so there's not much to spend money on anyway.
the first vault is in SotSB. nothing in por or curse.

from what i remember, i went to zhentil keep and bought javelins of lightning to use as bank notes, since the stack and the cost/weight ratio is pretty good.

there's also wands of magic missiles as bank notes i believe, which sell for the same amount at 1 charge or 100, and are useful ranged damage (they won't one hit paralyzed guys though).
Post edited April 10, 2016 by bloodwars
There are two magic shops in CotAB; the Zhentil Keep magic shop overcharges for everything except Wands of Magic Missiles (I think the 40,000 cost was supposed to double to 80,000 but they stored it in a short integer so it only charges you about 14,464). Since you lose access to the Zhentil Keep shop after completing Zhentil Keep and can buy low and sell high, Wands of Magic Missiles may be a worthwhile investment.
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Null_Null: There are two magic shops in CotAB; the Zhentil Keep magic shop overcharges for everything except Wands of Magic Missiles (I think the 40,000 cost was supposed to double to 80,000 but they stored it in a short integer so it only charges you about 14,464). Since you lose access to the Zhentil Keep shop after completing Zhentil Keep and can buy low and sell high, Wands of Magic Missiles may be a worthwhile investment.
How much do you get if you sell one of those Wands of Magic Missles?

Also, is this sort of price overflow something you need to be careful about when making Unlimited Adventures designs, or was the bug fixed at that point?

(I do know that, in FRUA, 171 HP (on an enemy) + hardest difficulty = 1 HP.)
It's less of an issue...because of another bug.

In UA, the sale prices for items scale up with the buying prices; every item has a price, and selling it back gets you half as much. You can pick a multiplier for whatever you're selling...but if you have a shop that sells a longsword for 100 platinum, and another that sells it for 300...you'll be able to buy the longsword for 100 at the first shop and sell it back to the second shop for 150, allowing the characters to make unlimited money.

While this is more or less what every merchant throughout history has done for a living, for most people in a sword and sorcery game it's basically broken. I suppose you could build gameplay around the characters buying low and selling high, but the way it's played out in real life is people just avoid using large multipliers in shops, preventing overflows.
Post edited April 23, 2016 by Null_Null