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I have decent ideas on how to go about this but just wanted to double-check this after little to no mention about this character in this thread (https://www.gog.com/forum/icewind_dale_series/adventuring_through_iwd2_again_with_a_new_party). So in this case, I was planning to use her for the following roles:
1) Primary Diplomacy and Bluff user in many dialogues.
2) Tertiary healer (for regular mode of the game), buffer and caster of enchantment and illusion magic.
3) Singer. Not sure which song I'll use the most. I'm guessing The Ballad of the Three Heroes, Tymora's Melody, or the War Chant of Sith.

I'm not planning on using her for melee combat at all, so I'm wondering how low I can dump her Strength. I've got my Paladin and Barbarian with 18 Strength each (The Barbarian will get stat bonus to Strength every 4 levels) and my Druid with 14 Strength, so I doubt carrying gear will be much of an issue, if at all. My Sorcerer and Wizard will have 9 or 10 Strength if not lower. If my Bard does fight, it will be with a ranger weapon (likely a crossbow). Still, she needs to be close enough to have her songs affect the party.

Skills, like I said, she'll be primarily using Diplomacy and Bluff (Concentration, of course, as well). Other class skills with primarily be handled by my Wizard (Alchemy, Spellcraft, etc)

Feats, however, are the biggest question for me. Lingering Song, for me, sounds like a foregone conclusion. Bards don't really get offensive spells, so Spirit of Flame and the like just don't sound worth it. I was thinking about Armored Arcana so she could wear some armor and/or a shield while casting spells without spell interruption. Granted, she will get the Chain of Drakkas (Fury) when I get to Chapter 6, which I know can be worn no problem for arcane spellcasters. Not sure what other feats.

Any suggestions?
As long as you take the lingering song feat your bard will be fine.

Armored Arcana is nice to have, late in the game when songs have become so powerful that there's no reason to use a crossbow the magical shields offer good bonuses.
Dash is always nice to have. So is the extra AC from Dodge. If you have 13+ int and don't attack physically consider taking expertise for bonuses to defense. Spell focus enchantment helps with some spells but since the songs are so powerful there is no need for doing other than singing during battle.
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kmonster: As long as you take the lingering song feat your bard will be fine.

Armored Arcana is nice to have, late in the game when songs have become so powerful that there's no reason to use a crossbow the magical shields offer good bonuses.
Dash is always nice to have. So is the extra AC from Dodge. If you have 13+ int and don't attack physically consider taking expertise for bonuses to defense. Spell focus enchantment helps with some spells but since the songs are so powerful there is no need for doing other than singing during battle.
Ah, yes, Dodge and Expertise. Meant to write those down as well. Was busy supervising my brother's children today (who are being home-schooled online due to the Coronavirus; Can't wait until it's over and everything goes back to normal...) so I was struggling to remember other ideas I have.

Now, as far as spell selection and ability scores, would you suggest Cure spells at all, namely for regular mode? I know in HoF mode, my Aasimar Paladin/Cleric and Human Druid will be primarily healing via Heal and Mass Heal. What about these spells by level?
1st - Chromatic Orb, Color Spray, Cure Lesser Wounds
2nd - Blur, Cure Moderate Wounds, Luck, Mirror Image
3rd - Cure Serious Wounds, Emotion: Despair and/or Emotion: Hope, Haste and/or Slow
4th - Cure Critical Wounds, Dominate Person, Hold Monster, Improved Invisibility
5th - Shadow Conjuration, Summon Monster V, Summon Shadow
6th - Great Shout, Greater Shadow Conjuration, Mass Haste, Shades
(The latter if she even gets high enough level for these and I don't know how many of these few spells they get at those levels she'll be allowed to cast...)
7th - Prismatic Spray
8th - Wail of the Banshee

Now as far as stats, here's the spread I had in mind.
8 or less Strength
18 Dexterity
12-18 Constitution
12-14 Intelligence
14 Wisdom
18 Charisma (Will gain Charisma points ever 4 levels)
Not sure how her Charisma affects her spells besides DC to resist since Bards and Sorcerers are spontaneous spellcasters. I understand how the respective spellcasting stat affects for Clerics, Druids, Paladins and Wizards spell since they prepare their spells. Either way, would 8 or less Str be a problem? Want her to at least be able to carry her gear with no issue and maybe a few containers for stuff like scrolls, potions and maybe gems.
Post edited April 07, 2020 by powerhouse5000
I'm starting my first run. Even with research, I've done the beginning of the Prologue 5 times when I find something I'm not happy with and would rather remake my group and start the Prologue over than be stuck with it. I would plan on the same.

My bard is Halfling, more for roleplay purposes than anything else.
Stats
Str 10 (0) - After dumping this stat to some degree on other starts, I am really loathe to drop Str on any character below 10. The load carry is so low that I'd not be able to carry anything and might not be able to equip items I'd want to during the game.

Dex 14 (+2) - I get a bonus to AC and Reflex, qualify for the Dodge 1AC feat, and a plus to hit with range weapons which is especially good during the early game.

Con 12 (+1) - Bonus 1 to Fort, Bonus 1 to HP.

Int 14 (+2) - I qualify for the Expertise feat which I can sack to hit for AC, I get much needed points for skills.

Wis 08 (-1) - The will save negative hurts a little, but I justified it because the Halfling gets +1 to all saves thus elimintating the -1 if you look at it that way. Couldn't think of any other reason to have wis other than the save bonus, which is important, but I'm not sure how important on a bard it would be (versus like a damage dealing tank for instance).

Cha 18 of course for obvious reasons.

Feats at level one: Lingering Song just to get it out of the way and Dodge.

Thats my suggested distribution. Mix Con/Wis if you wish and if you don't plan on ranged weapons, could drop dex some and forgoe the "single 1 AC by spending a feat" feat. Dodge is actually not my favorite feat, but its there.

I'd not drop str below 10, cha below 18 or int below 14 (unless you don't use skills, but even then Expertise is very nice).

Me
<Sounds like your much more experienced with the game than I, so grain of salt I guess.>
Post edited April 08, 2020 by Kohleran
Well, the 14 Wisdom is so my Bard can use the instrument called The Unstrung Harp and its HoF version, Sephica's Prayer. Those especially help with healing in HoF mode, since they both give a daily casting of the Heal spell. Of course, +2 to will saves doesn't hurt either.
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Kohleran: I'm starting my first run. Even with research, I've done the beginning of the Prologue 5 times when I find something I'm not happy with and would rather remake my group and start the Prologue over than be stuck with it. I would plan on the same.

My bard is Halfling, more for roleplay purposes than anything else.
Stats
Str 10 (0) - After dumping this stat to some degree on other starts, I am really loathe to drop Str on any character below 10. The load carry is so low that I'd not be able to carry anything and might not be able to equip items I'd want to during the game.

Dex 14 (+2) - I get a bonus to AC and Reflex, qualify for the Dodge 1AC feat, and a plus to hit with range weapons which is especially good during the early game.

Con 12 (+1) - Bonus 1 to Fort, Bonus 1 to HP.

Int 14 (+2) - I qualify for the Expertise feat which I can sack to hit for AC, I get much needed points for skills.

Wis 08 (-1) - The will save negative hurts a little, but I justified it because the Halfling gets +1 to all saves thus elimintating the -1 if you look at it that way. Couldn't think of any other reason to have wis other than the save bonus, which is important, but I'm not sure how important on a bard it would be (versus like a damage dealing tank for instance).

Cha 18 of course for obvious reasons.

Feats at level one: Lingering Song just to get it out of the way and Dodge.

Thats my suggested distribution. Mix Con/Wis if you wish and if you don't plan on ranged weapons, could drop dex some and forgoe the "single 1 AC by spending a feat" feat. Dodge is actually not my favorite feat, but its there.

I'd not drop str below 10, cha below 18 or int below 14 (unless you don't use skills, but even then Expertise is very nice).

Me
<Sounds like your much more experienced with the game than I, so grain of salt I guess.>
Yeah, I've completed regular and HoF mode once each. I have some good idea of what I'm in for. Too low Con and your characters are bound to die whether they are somehow caught in melee, harassed by ranged attacks, or hit by a spell. Besides, I prefer to play normal difficulty rather than easiest so I actually get a modest challenge.
Post edited April 08, 2020 by powerhouse5000
With limited points, my Halfling, not sure. If I were to make a change on the Halfling (besides power gaming and going for a different race), it might be to lower Dex and forget about the limited value Dodge feat and put the points into Con instead. It's just that Dex affects allot of things. Either way I guess. I play on normal.
I see on Wis. I have no knowledge of items in the game to come. I'm sure an extra heal is nice. Not got the points to spare for a single heal per day item, although I'm sure those items have other stats as well.

Right now I'm stuck on the game anyway. The hospital tent had someone that wanted some Braeug, and having just did a drink contest I knew where to go get it, I thought. The guy doesn't have any for trade. I tried pickpocket and get no Braeug. So I am guessing one of the mods I installed messed with his inventory and I'm looking to either forget the quest and hope no more quests are effected, or go through without mods, starting the game over yet again, or reinstalling the game, and just use the simplest of mods and trying yet again. sigh
Post edited April 09, 2020 by Kohleran
I like Kohleran's build, wisdom could be lowered even more since at level 5+ there'll always be a +3 to saves because of Tymora's melody and later in the game failing a reflex or fortitude save can have even worse consequences than failing a will save. Will saves are overrated because of a few hold person spells early in the game, there's a feat which grants +2 to will saves (as useful as 4 wis) but I never take it.

For the bard I prefer spells which are useful when cast before or after battle since during battle there are powerful songs available. I wouldn't pick Summon Shadow or Greater Shadow Conjuration since there are more powerful summoning spells on level 5 and 6.
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Kohleran: With limited points, my Halfling, not sure. If I were to make a change on the Halfling (besides power gaming and going for a different race), it might be to lower Dex and forget about the limited value Dodge feat and put the points into Con instead. It's just that Dex affects allot of things. Either way I guess. I play on normal.
I see on Wis. I have no knowledge of items in the game to come. I'm sure an extra heal is nice. Not got the points to spare for a single heal per day item, although I'm sure those items have other stats as well.

Right now I'm stuck on the game anyway. The hospital tent had someone that wanted some Braeug, and having just did a drink contest I knew where to go get it, I thought. The guy doesn't have any for trade. I tried pickpocket and get no Braeug. So I am guessing one of the mods I installed messed with his inventory and I'm looking to either forget the quest and hope no more quests are effected, or go through without mods, starting the game over yet again, or reinstalling the game, and just use the simplest of mods and trying yet again. sigh
You NEED lots of casting of Heal or Mass Heal for HoF mode. The more you have, the less you need to rest (which will be OFTEN) to recover your spells. That, and the less likely your party members will die, though that should ideally be never. Cure spells are all practically worthless in HoF mode.
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kmonster: I like Kohleran's build, wisdom could be lowered even more since at level 5+ there'll always be a +3 to saves because of Tymora's melody and later in the game failing a reflex or fortitude save can have even worse consequences than failing a will save. Will saves are overrated because of a few hold person spells early in the game, there's a feat which grants +2 to will saves (as useful as 4 wis) but I never take it.

For the bard I prefer spells which are useful when cast before or after battle since during battle there are powerful songs available. I wouldn't pick Summon Shadow or Greater Shadow Conjuration since there are more powerful summoning spells on level 5 and 6.
Did you read what I posted in this thread about The Unstrung Harp?
Post edited April 12, 2020 by powerhouse5000
I currently have a playthrough going on with a bard on board. Now the bard is taylored more towards of a frontline fighter/mage type of a role rather than a support class standing in the back, but I'll post it for the sake of argument.

Human Bard(x) / Fighter(5)
Strength: 18 (+4)
Dexterity: 18 (+4)
Constitution: 16 (+3)
Intelligence: 3 (-4)
Wisdom: 6 (-2)
Charisma: 15 (+2)

Apart from the bard, I also have in the party a Diviner and a Monk. Playing with Tactics and Light of Selune installed. Currently in chapter 4 and the bard has been working beautifully so far. Level 1 perks were Lingering Song and Rapid Shot. Roles that the bard fullfilles:

a; Focus firing things from behind. With his high dexterity and strength and usage of slings and Rapid Shot he has very decent damage right from the get go. In chapter 1 we get Sling +2 as a reward from saving Branson in the Orc Fortress. In Chapter 3 we get returning flaming bullets from a random drop (drops in AR5030 are easy to grind, although the drop chance for the flaming bullet specifically is low)
b; Offloading some of the spells from the diviner, namely Mage Armor for the Monk, Emotion:Hope, Cat's Grace
c; Frontline fighter once he has Brazen Bands and Mirror Images. Mirror Images mean he can absorb AOE damage spells like Horrid Wiltings and with decent AC also regular attacks. The fighter levels are inserted 1, to get us some bonus feats, more specifically the bard springs to life in chapter 2 with ambidexterity and 2-wpn fighting because of the brilliant short sword you can acquire there. Power attack +5, brilliant short sword in the main hand and Belib's Everlasting Torch in offhand make a good pair. (in Light of Selune Belib is classified as small blade, but it should work well in vanilla as well). and 2; to get to 11BAB quicker by a level (5fighter 8 bard gets there at 13, whereas 4 fighter 10 bard gets there at 14). If you don't mind the delay of getting the 3rd attack, you could just go for 4 levels of fighter I suppose.
d; Using chromatic orbs and sleep for crowd control. Yes, the chromatic orbs are not of the highest quality, still it's better than nothing. Charisma 15 is chosen because we can get a winter wolf hat in chapter 2 for +1 Charisma.
e; Party talker - this might seem counter-propositional, but you can completely forego Concentration as a skill. The spells we will be casting are either super quick to cast (Mirror Image), or we cast them outside of combat (Mage Armor, Emotion: Hope). So a bard with 0 Concentration is just fine. This allows us to turn Intelligence into a dump stat, and with the bonus skill points from picking Human, we can develop directly 2 skills (Bluff, Diplomacy). Note that fighter has Intimidate as a class skill, therefore during the fighter levels actually develop Intimidate instead. That means the bard has all 3 talking skills at a competent level with +3 Charisma modifier (and +5 with Eagle's Splendor).
f; Singing songs - after all of this mentioned, the bard still has one role left! Singing songs! With Fighter 5/ Bard 12 (or Fighter 4/ Bard 12) you even get to sing War Chant of the Sith.

Overall I'm very content with how the bard has been performing so far. That said, this bard past chapter 2 goes toe to toe with his enemies, he does not need to cower behind.

Edit: Also while this bard can't use the harps, I think better than going for Wis 13 for the harps is to go Wisdom 8 and then use every god ring to get you to 13. You can grind every god rings from Saablic Tan, he and Wanmok have a pretty good chance of dropping it. So technically, if you can find those 2 stat points to raise WIS6 to WIS8, this build can use the harps as well. Maybe potion of holy transference?
Post edited April 12, 2020 by Jigby
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Jigby: I currently have a playthrough going on with a bard on board. Now the bard is taylored more towards of a frontline fighter/mage type of a role rather than a support class standing in the back, but I'll post it for the sake of argument.

Human Bard(x) / Fighter(5)
Strength: 18 (+4)
Dexterity: 18 (+4)
Constitution: 16 (+3)
Intelligence: 3 (-4)
Wisdom: 6 (-2)
Charisma: 15 (+2)

Apart from the bard, I also have in the party a Diviner and a Monk. Playing with Tactics and Light of Selune installed. Currently in chapter 4 and the bard has been working beautifully so far. Level 1 perks were Lingering Song and Rapid Shot. Roles that the bard fullfilles:

a; Focus firing things from behind. With his high dexterity and strength and usage of slings and Rapid Shot he has very decent damage right from the get go. In chapter 1 we get Sling +2 as a reward from saving Branson in the Orc Fortress. In Chapter 3 we get returning flaming bullets from a random drop (drops in AR5030 are easy to grind, although the drop chance for the flaming bullet specifically is low)
b; Offloading some of the spells from the diviner, namely Mage Armor for the Monk, Emotion:Hope, Cat's Grace
c; Frontline fighter once he has Brazen Bands and Mirror Images. Mirror Images mean he can absorb AOE damage spells like Horrid Wiltings and with decent AC also regular attacks. The fighter levels are inserted 1, to get us some bonus feats, more specifically the bard springs to life in chapter 2 with ambidexterity and 2-wpn fighting because of the brilliant short sword you can acquire there. Power attack +5, brilliant short sword in the main hand and Belib's Everlasting Torch in offhand make a good pair. (in Light of Selune Belib is classified as small blade, but it should work well in vanilla as well). and 2; to get to 11BAB quicker by a level (5fighter 8 bard gets there at 13, whereas 4 fighter 10 bard gets there at 14). If you don't mind the delay of getting the 3rd attack, you could just go for 4 levels of fighter I suppose.
d; Using chromatic orbs and sleep for crowd control. Yes, the chromatic orbs are not of the highest quality, still it's better than nothing. Charisma 15 is chosen because we can get a winter wolf hat in chapter 2 for +1 Charisma.
e; Party talker - this might seem counter-propositional, but you can completely forego Concentration as a skill. The spells we will be casting are either super quick to cast (Mirror Image), or we cast them outside of combat (Mage Armor, Emotion: Hope). So a bard with 0 Concentration is just fine. This allows us to turn Intelligence into a dump stat, and with the bonus skill points from picking Human, we can develop directly 2 skills (Bluff, Diplomacy). Note that fighter has Intimidate as a class skill, therefore during the fighter levels actually develop Intimidate instead. That means the bard has all 3 talking skills at a competent level with +3 Charisma modifier (and +5 with Eagle's Splendor).
f; Singing songs - after all of this mentioned, the bard still has one role left! Singing songs! With Fighter 5/ Bard 12 (or Fighter 4/ Bard 12) you even get to sing War Chant of the Sith.

Overall I'm very content with how the bard has been performing so far. That said, this bard past chapter 2 goes toe to toe with his enemies, he does not need to cower behind.

Edit: Also while this bard can't use the harps, I think better than going for Wis 13 for the harps is to go Wisdom 8 and then use every god ring to get you to 13. You can grind every god rings from Saablic Tan, he and Wanmok have a pretty good chance of dropping it. So technically, if you can find those 2 stat points to raise WIS6 to WIS8, this build can use the harps as well. Maybe potion of holy transference?
Fascinating build, I'll admit. The only issues for my current party with such are these:
1) The Every Gods' Ring is intended to go to either my Paladin/Cleric or my Druid. That is sold by Nathaniel, not looted from the enemies you named. You're thinking of the (High) Tyrannar's Band. That is also supposed to go to the party members I mentioned.
2) I also aim to use the Potion of Holy Transference on said characters (more likely the Pally/Cleric).
3) I have an entire 6-member party as I linked at the start of this thread. Various roles will be filled otherwise.
Post edited July 22, 2020 by powerhouse5000
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Jigby: I currently have a playthrough going on with a bard on board. Now the bard is taylored more towards of a frontline fighter/mage type of a role rather than a support class standing in the back, but I'll post it for the sake of argument.

Human Bard(x) / Fighter(5)
Strength: 18 (+4)
Dexterity: 18 (+4)
Constitution: 16 (+3)
Intelligence: 3 (-4)
Wisdom: 6 (-2)
Charisma: 15 (+2)

Apart from the bard, I also have in the party a Diviner and a Monk. Playing with Tactics and Light of Selune installed. Currently in chapter 4 and the bard has been working beautifully so far. Level 1 perks were Lingering Song and Rapid Shot. Roles that the bard fullfilles:

a; Focus firing things from behind. With his high dexterity and strength and usage of slings and Rapid Shot he has very decent damage right from the get go. In chapter 1 we get Sling +2 as a reward from saving Branson in the Orc Fortress. In Chapter 3 we get returning flaming bullets from a random drop (drops in AR5030 are easy to grind, although the drop chance for the flaming bullet specifically is low)
b; Offloading some of the spells from the diviner, namely Mage Armor for the Monk, Emotion:Hope, Cat's Grace
c; Frontline fighter once he has Brazen Bands and Mirror Images. Mirror Images mean he can absorb AOE damage spells like Horrid Wiltings and with decent AC also regular attacks. The fighter levels are inserted 1, to get us some bonus feats, more specifically the bard springs to life in chapter 2 with ambidexterity and 2-wpn fighting because of the brilliant short sword you can acquire there. Power attack +5, brilliant short sword in the main hand and Belib's Everlasting Torch in offhand make a good pair. (in Light of Selune Belib is classified as small blade, but it should work well in vanilla as well). and 2; to get to 11BAB quicker by a level (5fighter 8 bard gets there at 13, whereas 4 fighter 10 bard gets there at 14). If you don't mind the delay of getting the 3rd attack, you could just go for 4 levels of fighter I suppose.
d; Using chromatic orbs and sleep for crowd control. Yes, the chromatic orbs are not of the highest quality, still it's better than nothing. Charisma 15 is chosen because we can get a winter wolf hat in chapter 2 for +1 Charisma.
e; Party talker - this might seem counter-propositional, but you can completely forego Concentration as a skill. The spells we will be casting are either super quick to cast (Mirror Image), or we cast them outside of combat (Mage Armor, Emotion: Hope). So a bard with 0 Concentration is just fine. This allows us to turn Intelligence into a dump stat, and with the bonus skill points from picking Human, we can develop directly 2 skills (Bluff, Diplomacy). Note that fighter has Intimidate as a class skill, therefore during the fighter levels actually develop Intimidate instead. That means the bard has all 3 talking skills at a competent level with +3 Charisma modifier (and +5 with Eagle's Splendor).
f; Singing songs - after all of this mentioned, the bard still has one role left! Singing songs! With Fighter 5/ Bard 12 (or Fighter 4/ Bard 12) you even get to sing War Chant of the Sith.

Overall I'm very content with how the bard has been performing so far. That said, this bard past chapter 2 goes toe to toe with his enemies, he does not need to cower behind.

Edit: Also while this bard can't use the harps, I think better than going for Wis 13 for the harps is to go Wisdom 8 and then use every god ring to get you to 13. You can grind every god rings from Saablic Tan, he and Wanmok have a pretty good chance of dropping it. So technically, if you can find those 2 stat points to raise WIS6 to WIS8, this build can use the harps as well. Maybe potion of holy transference?
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powerhouse5000: Fascinating build, I'll admit. The only issues for my current party with such are these:
1) The Every Gods' Ring is intended to go to either my Paladin/Cleric or my Druid. That is sold by Nathaniel, not looted from the enemies you named. You're thinking of the (High) Tyrannar's Band. That is also supposed to go to the party members I mentioned 2) I also aim to use the Potion of Holy Transference on said characters (more likely the Pally/Cleric).
3) I have an entire 6-member party as I linked at the start of this thread. Various roles will be filled otherwise.
1; I did mean every gods ring, the classical one that gives +5 wisdom. I understand that the one from Nathaniel will be probably used by cleric/druid, but you can always get more every god rings from random drops.
2; Yes, clearly adjustments would have to be made. I also planned it only for normal with Tactics (that is clvl ~1-17), not HOF, maybe for HOF it could be Fighter4/Bard26 so you have access to Wail of the Banshee.
I have NEVER seen any item that good as a random drop. He'll, I've practically never -between the original version and the GoG version- seen a magical item if even any past +1 enchanted weapons or armor or such a worthwhile accessory. I don't know if it's because I play without mods or not. Then again, I've heard of mods for this game coming into conflict with gameplay before, so I've been loathe to download them. The only items I've been able to rely on are the ones that are bought by a vendor/merchant, are quest rewards, or are officially scripted to drop or be looted from various container.
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powerhouse5000: I have NEVER seen any item that good as a random drop. He'll, I've practically never -between the original version and the GoG version- seen a magical item if even any past +1 enchanted weapons or armor or such a worthwhile accessory. I don't know if it's because I play without mods or not. Then again, I've heard of mods for this game coming into conflict with gameplay before, so I've been loathe to download them. The only items I've been able to rely on are the ones that are bought by a vendor/merchant, are quest rewards, or are officially scripted to drop or be looted from various container.
It's vanilla behavior. To get those drops you have to grind for them though. What is generated on random drops is decided the first time a map is loaded. Meaning you make a quick save before you transition into the map and then you just reload until you get the drop that you wanted. The Saablic Tan/Wanmok encounter is a good place to grind random drops because the battle begins right after you transition into the map, so basically you just:

1. Transition into the map
2. Ignore regular mooks, just kill Saablic and Wanmok and check their drops.
3. If they have Every God Ring great, if not reload and start over

The chance of them dropping the ring there is something like 1 in 27 on average. You might get the ring in 10 minutes or you might get the ring in 120 minutes depending on how lucky you are :)
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powerhouse5000: Did you read what I posted in this thread about The Unstrung Harp?
Yes, but I don't think it's worth 10 attribute points. If it had something like "str -2, dex -4, con -4" in its description barely anyone would use it. It's even worse. Valuable attributes are lowered from the beginning of the game while there's no benefit until very late in the game.
Post edited April 14, 2020 by kmonster
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powerhouse5000: I have NEVER seen any item that good as a random drop. He'll, I've practically never -between the original version and the GoG version- seen a magical item if even any past +1 enchanted weapons or armor or such a worthwhile accessory. I don't know if it's because I play without mods or not. Then again, I've heard of mods for this game coming into conflict with gameplay before, so I've been loathe to download them. The only items I've been able to rely on are the ones that are bought by a vendor/merchant, are quest rewards, or are officially scripted to drop or be looted from various container.
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Jigby: It's vanilla behavior. To get those drops you have to grind for them though. What is generated on random drops is decided the first time a map is loaded. Meaning you make a quick save before you transition into the map and then you just reload until you get the drop that you wanted. The Saablic Tan/Wanmok encounter is a good place to grind random drops because the battle begins right after you transition into the map, so basically you just:

1. Transition into the map
2. Ignore regular mooks, just kill Saablic and Wanmok and check their drops.
3. If they have Every God Ring great, if not reload and start over

The chance of them dropping the ring there is something like 1 in 27 on average. You might get the ring in 10 minutes or you might get the ring in 120 minutes depending on how lucky you are :)
Well, my time is more limited nowadays than it was when this game was released. I don't know about you, but as of late I only have the time - and patience - of 1 hour of gameplay. Here's what I go through in a day, namely with this Coronavirus pandemic at 36 years old. I wake up at 6:50 AM EST, take care of my pets and watch my brother's children for 12-16 hours straight (they are in kindergarten and 1st grade). In that time, I also have to make sure they don't disturb their parents (my sister-in-law sleeps most of the day after working the graveyard shift at a medical supply factory while my brother works at home as of lately more or less doing a 9 to 5 shift in computer programming). I also am responsible for laundry, dishes, cooking and cleaning. So when I do get the chance to play, I don't have much time to devote to chance and luck. I need to go in for the kill and get it done.
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powerhouse5000: Did you read what I posted in this thread about The Unstrung Harp?
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kmonster: Yes, but I don't think it's worth 10 attribute points. If it had something like "str -2, dex -4, con -4" in its description barely anyone would use it. It's even worse. Valuable attributes are lowered from the beginning of the game while there's no benefit until very late in the game.
Have you played through HoF mode before?
Post edited April 15, 2020 by powerhouse5000