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how best to do this? in Blades of Avernum Editor
Triad Mage
Member # 7
Profile Homepage #1
Just toss the move_to_town() call in at the end of the cutscene.

If that doesn't work, run it inside town boundaries and then add the move_to_town() call at the end of the cutscene without any time given for the party to move around.

--------------------
"At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander
====
Drakefyre's Demesne - Happy Happy Joy Joy
Encyclopedia Ermariana - Trapped in the Closet
====
You can take my Mac when you pry my cold, dead fingers off the mouse!
Posts: 9436 | Registered: Wednesday, September 19 2001 07:00
how best to do this? in Blades of Avernum
Triad Mage
Member # 7
Profile Homepage #1
Just toss the move_to_town() call in at the end of the cutscene.

If that doesn't work, run it inside town boundaries and then add the move_to_town() call at the end of the cutscene without any time given for the party to move around.

--------------------
"At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander
====
Drakefyre's Demesne - Happy Happy Joy Joy
Encyclopedia Ermariana - Trapped in the Closet
====
You can take my Mac when you pry my cold, dead fingers off the mouse!
Posts: 9436 | Registered: Wednesday, September 19 2001 07:00
Article - Choices and Linearity in Blades of Avernum Editor
Triad Mage
Member # 7
Profile Homepage #20
I mentioned in the 'Why?' thread some scenarios that stumble because they are too plot-heavy.

I have also said that I'm not in the 'plot is god' group. However, it's easy for a fun scenario without a plot to get between a 6 and 7 from me. That may be a good rating for some people. However, a boring scenario with a plot will get around a 5 - 6 from me. The perfect scenario is one that's fun, has a great storyline, and brilliant sequences in it that add the 'wow factor'.

--------------------
"At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander
====
Drakefyre's Demesne - Happy Happy Joy Joy
Encyclopedia Ermariana - Trapped in the Closet
====
You can take my Mac when you pry my cold, dead fingers off the mouse!
Posts: 9436 | Registered: Wednesday, September 19 2001 07:00
Article - Choices and Linearity in Blades of Avernum
Triad Mage
Member # 7
Profile Homepage #20
I mentioned in the 'Why?' thread some scenarios that stumble because they are too plot-heavy.

I have also said that I'm not in the 'plot is god' group. However, it's easy for a fun scenario without a plot to get between a 6 and 7 from me. That may be a good rating for some people. However, a boring scenario with a plot will get around a 5 - 6 from me. The perfect scenario is one that's fun, has a great storyline, and brilliant sequences in it that add the 'wow factor'.

--------------------
"At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander
====
Drakefyre's Demesne - Happy Happy Joy Joy
Encyclopedia Ermariana - Trapped in the Closet
====
You can take my Mac when you pry my cold, dead fingers off the mouse!
Posts: 9436 | Registered: Wednesday, September 19 2001 07:00
Yet Another Article in Blades of Avernum Editor
Triad Mage
Member # 7
Profile Homepage #3
I agree with Thuryl. It seems like you're encouraging one-dimensional characters, which I always hated as a player.

--------------------
"At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander
====
Drakefyre's Demesne - Happy Happy Joy Joy
Encyclopedia Ermariana - Trapped in the Closet
====
You can take my Mac when you pry my cold, dead fingers off the mouse!
Posts: 9436 | Registered: Wednesday, September 19 2001 07:00
Yet Another Article in Blades of Avernum
Triad Mage
Member # 7
Profile Homepage #3
I agree with Thuryl. It seems like you're encouraging one-dimensional characters, which I always hated as a player.

--------------------
"At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander
====
Drakefyre's Demesne - Happy Happy Joy Joy
Encyclopedia Ermariana - Trapped in the Closet
====
You can take my Mac when you pry my cold, dead fingers off the mouse!
Posts: 9436 | Registered: Wednesday, September 19 2001 07:00
I cannot believe I did not think of this earlier in Blades of Avernum Editor
Triad Mage
Member # 7
Profile Homepage #10
I think that it would be fine if you took the whole range of SDFs from 250,0 upwards. Using the end y-values from earlier x-values is generally not a good idea, especially in some towns.

--------------------
"At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander
====
Drakefyre's Demesne - Happy Happy Joy Joy
Encyclopedia Ermariana - Trapped in the Closet
====
You can take my Mac when you pry my cold, dead fingers off the mouse!
Posts: 9436 | Registered: Wednesday, September 19 2001 07:00
I cannot believe I did not think of this earlier in Blades of Avernum
Triad Mage
Member # 7
Profile Homepage #10
I think that it would be fine if you took the whole range of SDFs from 250,0 upwards. Using the end y-values from earlier x-values is generally not a good idea, especially in some towns.

--------------------
"At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander
====
Drakefyre's Demesne - Happy Happy Joy Joy
Encyclopedia Ermariana - Trapped in the Closet
====
You can take my Mac when you pry my cold, dead fingers off the mouse!
Posts: 9436 | Registered: Wednesday, September 19 2001 07:00
I cannot believe I did not think of this earlier in Blades of Avernum Editor
Triad Mage
Member # 7
Profile Homepage #3
A stack would not be hard to implement at all, and neither would a normal array or an array-based implementation of binary trees. I think you're asking for a bit much with linked lists. It's also certainly possible to develop a hashing method that would be limited to a set of SDFs that's not being used for actual SDF purposes.

--------------------
"At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander
====
Drakefyre's Demesne - Happy Happy Joy Joy
Encyclopedia Ermariana - Trapped in the Closet
====
You can take my Mac when you pry my cold, dead fingers off the mouse!
Posts: 9436 | Registered: Wednesday, September 19 2001 07:00
I cannot believe I did not think of this earlier in Blades of Avernum
Triad Mage
Member # 7
Profile Homepage #3
A stack would not be hard to implement at all, and neither would a normal array or an array-based implementation of binary trees. I think you're asking for a bit much with linked lists. It's also certainly possible to develop a hashing method that would be limited to a set of SDFs that's not being used for actual SDF purposes.

--------------------
"At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander
====
Drakefyre's Demesne - Happy Happy Joy Joy
Encyclopedia Ermariana - Trapped in the Closet
====
You can take my Mac when you pry my cold, dead fingers off the mouse!
Posts: 9436 | Registered: Wednesday, September 19 2001 07:00
Article - Choices and Linearity in Blades of Avernum Editor
Triad Mage
Member # 7
Profile Homepage #11
This is not intended to be a 'How To' article, first of all.

quote:

All of this is just meant to keep you open to the different mindsets of scenario designing, and some of the common pitfalls in each. You're certainly free to design whatever you want to design.
Secondly, I do have a problem with AtG, Spears, the ACs, Rubacus, etc. because they are just so freakin' big. Spears and the ACs can (mostly) get away with it because of the skill and experience of the designer, but any first work from someone of that second type of open-endedness will almost certainly (a) not be finished, (b) suck really bad, or (c) be really boring.

EDIT: I'd appreciate it if we could keep the AC-specific comments @ the BoE thread.

[ Thursday, April 08, 2004 01:31: Message edited by: Drakefyre ]

--------------------
"At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander
====
Drakefyre's Demesne - Happy Happy Joy Joy
Encyclopedia Ermariana - Trapped in the Closet
====
You can take my Mac when you pry my cold, dead fingers off the mouse!
Posts: 9436 | Registered: Wednesday, September 19 2001 07:00
Article - Choices and Linearity in Blades of Avernum
Triad Mage
Member # 7
Profile Homepage #11
This is not intended to be a 'How To' article, first of all.

quote:

All of this is just meant to keep you open to the different mindsets of scenario designing, and some of the common pitfalls in each. You're certainly free to design whatever you want to design.
Secondly, I do have a problem with AtG, Spears, the ACs, Rubacus, etc. because they are just so freakin' big. Spears and the ACs can (mostly) get away with it because of the skill and experience of the designer, but any first work from someone of that second type of open-endedness will almost certainly (a) not be finished, (b) suck really bad, or (c) be really boring.

EDIT: I'd appreciate it if we could keep the AC-specific comments @ the BoE thread.

[ Thursday, April 08, 2004 01:31: Message edited by: Drakefyre ]

--------------------
"At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander
====
Drakefyre's Demesne - Happy Happy Joy Joy
Encyclopedia Ermariana - Trapped in the Closet
====
You can take my Mac when you pry my cold, dead fingers off the mouse!
Posts: 9436 | Registered: Wednesday, September 19 2001 07:00
Really Major Bug in Blades of Avernum
Triad Mage
Member # 7
Profile Homepage #2
Well, towns do have a crime tolerance, and that may not completely hit the limit.

--------------------
"At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander
====
Drakefyre's Demesne - Happy Happy Joy Joy
Encyclopedia Ermariana - Trapped in the Closet
====
You can take my Mac when you pry my cold, dead fingers off the mouse!
Posts: 9436 | Registered: Wednesday, September 19 2001 07:00
Am I missing something? (food items) in Blades of Avernum Editor
Triad Mage
Member # 7
Profile Homepage #27
No there isn't, he just wants there to be one.

--------------------
"At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander
====
Drakefyre's Demesne - Happy Happy Joy Joy
Encyclopedia Ermariana - Trapped in the Closet
====
You can take my Mac when you pry my cold, dead fingers off the mouse!
Posts: 9436 | Registered: Wednesday, September 19 2001 07:00
Am I missing something? (food items) in Blades of Avernum
Triad Mage
Member # 7
Profile Homepage #27
No there isn't, he just wants there to be one.

--------------------
"At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander
====
Drakefyre's Demesne - Happy Happy Joy Joy
Encyclopedia Ermariana - Trapped in the Closet
====
You can take my Mac when you pry my cold, dead fingers off the mouse!
Posts: 9436 | Registered: Wednesday, September 19 2001 07:00
Article - Choices and Linearity in Blades of Avernum Editor
Triad Mage
Member # 7
Profile Homepage #0
Article - Choices and Linearity

When planning out your scenario, you will have to make some decisions regarding the progression of the plot. There's the question of how much impact the player's actions will have on the scenario, and what will always happen regardless. You have to decide if the player is ever able to make choices that will have far-reaching (or simpler) consequences, or whether the party is swept along in the story.

The first point of discussion here is the amount of choice the player will have. There are many scenarios where the party is able to choose a side to join - some of it is done outright ("Which side will you join?"), and some is done more subtly, even so discreetly that they might not even realize that they're picking a side. Then again, most scenarios don't use choices of this scope at all.

An overt choice, such as in Tatterdemalion, can be used well, but it generally separates a scenario into two (or three) smaller scenarios that much each be played to get a full feel for the scenario. A Small Rebellion also uses a choice like this to expand the scenario and give it another dimension - the ability to play for a sympathetic group of rebels. Ideally, the choice will come somewhere between the time it does in the above two scenarios. In Tatterdemalion, you choose at the beginning, and it feels too early. In ASR, you choose seemingly too far along to experience much of the rebel story.

A subtler choice, like in Of Good And Evil, will still have the party making a choice between two forces - in the case of OGAE, it's morals and orders, and the effects of the choices aren't known until the second play-through ends. This is very successful in OGAE, and it can be replicated easily in Blades of Avernum. Part of the challenge is presenting the sides so that it appears to be a dilemma to the player, and so that it strikes the right chords in the player's head. You don't want to ask them outright to switch sides or choose one, but their actions should influence the direction the story takes, and they should be able to realize it after a while.

The third possibility is to not let on to the party at all that their actions have influenced the game, but keep on changing the game based on them, and not let them find out until the end. OGAE and Falling Stars use a karmic system to determine their endings, how NPCs react to the party, etc. It's an invisible reputation counter, basically, and it has a lot of influence on how the game unfolds. Again, when this is utilized properly, it makes scenarios much more fun.

Still, you don't need to have choices like the three kinds described above to make a good scenario. You can present choices and options to the player, or you can force them to follow a linear plot and keep the story moving quickly. This opens up another discussion and the second point of the article - linear scenarios versus the open-ended scenarios.

Linear scenarios are usually plot-driven, and they have a quickly-paced story that should grab the player's interest and not let go until the scenario ends. An Apology does this, Redemption does this, Emulations does this, Revenge does this, and even Quintessence does. Those aren't all of the linear scenarios, but they are some of the most prominent, and some of the ones that use linearity well and to augment their scenario.

A linear scenario may have outdoor sections, but there should not be too many of them, or it will kill the urgent mood (if one exists) and become boring to the player. A linear scenario can still have sidequests, but they should never detract from the main plot, and it's even better if they add to it. The combat in a linear scenario should be interesting, fun, and important. It should never have the feeling of being repetitive (and this holds true for any scenario), and it doesn't have to exist at all.

The driving force behind most linear scenarios (and all of the good ones) is a gripping plot that involves the player and thrusts you into the action. It's primarily a story-based scenario, and if the story falters, the scenario will falter too. As a player, linear scenarios are my favorite by far.

There are two types of open-ended scenario - one with a set plot that can be deviated from, and one that attempts to be a world that immerses the player, usually without a definite ending point, except running out of missions to do. Most scenarios fall under the first description, but only the smaller ones succeed. Scenarios that try to emulate Avernum 3 or another giant game will inevitably fail or fall short. There are some notable exceptions (At the Gallows, Falling Stars), but generally, scenarios on a smaller scale will work better. The second type of open-ended scenario has not really been fully explored in Blades of Exile, but the Adventurers' Club scenarios and the Wreck of the Slug attempt it.

Open-ended scenarios that follow the first model are more likely to be well-received, based on the high favor that a plot curries in the community. Still, don't go overboard on the sidequests, sidedungeons, and sidetowns. Never forget that the main plot is the focus of the scenario, and everything else serves to flesh out the world and offer a break from the general plotline. Limiting the scenario's size also makes it more likely that you'll actually finish designing it, especially when you get into a more open-ended scenario that is slightly detached from the story. Linear scenarios can generally get away with being a little bigger than they need to be because the designer usually has a connection with the plot that keeps them going.

The second type of open-ended scenario is, in my opinion, not suited to the Blades of Exile/Blades of Avernum medium. It's far too hard to create a whole world in this system, and we generally like to focus our attention on small parts of worlds, backwards frontier settlements, isolated valleys, et cetera. It's a giant undertaking when you attempt a scenario of this sort, and it's generally not as fun to play. A scenario does not need to be as big as a commercial game because very few players want to spend that much time in a world that you create with a driving story keeping you there.

TWOTS and the ACs all suffer from that tendency, and you're generally better off focusing on one of the other types of scenarios. I personally favor a linear scenario, and large scenarios need to be extremely good to keep my interest throughout the entire scenario. Don't forget that a party is not obligated to stay in the scenario the entire time - you can't just make it interesting at the end, because nobody will see it. You have to start out strong and keep the pace for the entire scenario.

All of this is just meant to keep you open to the different mindsets of scenario designing, and some of the common pitfalls in each. You're certainly free to design whatever you want to design.

--------------------
"At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander
====
Drakefyre's Demesne - Happy Happy Joy Joy
Encyclopedia Ermariana - Trapped in the Closet
====
You can take my Mac when you pry my cold, dead fingers off the mouse!
Posts: 9436 | Registered: Wednesday, September 19 2001 07:00
Article - Choices and Linearity in Blades of Avernum
Triad Mage
Member # 7
Profile Homepage #0
Article - Choices and Linearity

When planning out your scenario, you will have to make some decisions regarding the progression of the plot. There's the question of how much impact the player's actions will have on the scenario, and what will always happen regardless. You have to decide if the player is ever able to make choices that will have far-reaching (or simpler) consequences, or whether the party is swept along in the story.

The first point of discussion here is the amount of choice the player will have. There are many scenarios where the party is able to choose a side to join - some of it is done outright ("Which side will you join?"), and some is done more subtly, even so discreetly that they might not even realize that they're picking a side. Then again, most scenarios don't use choices of this scope at all.

An overt choice, such as in Tatterdemalion, can be used well, but it generally separates a scenario into two (or three) smaller scenarios that much each be played to get a full feel for the scenario. A Small Rebellion also uses a choice like this to expand the scenario and give it another dimension - the ability to play for a sympathetic group of rebels. Ideally, the choice will come somewhere between the time it does in the above two scenarios. In Tatterdemalion, you choose at the beginning, and it feels too early. In ASR, you choose seemingly too far along to experience much of the rebel story.

A subtler choice, like in Of Good And Evil, will still have the party making a choice between two forces - in the case of OGAE, it's morals and orders, and the effects of the choices aren't known until the second play-through ends. This is very successful in OGAE, and it can be replicated easily in Blades of Avernum. Part of the challenge is presenting the sides so that it appears to be a dilemma to the player, and so that it strikes the right chords in the player's head. You don't want to ask them outright to switch sides or choose one, but their actions should influence the direction the story takes, and they should be able to realize it after a while.

The third possibility is to not let on to the party at all that their actions have influenced the game, but keep on changing the game based on them, and not let them find out until the end. OGAE and Falling Stars use a karmic system to determine their endings, how NPCs react to the party, etc. It's an invisible reputation counter, basically, and it has a lot of influence on how the game unfolds. Again, when this is utilized properly, it makes scenarios much more fun.

Still, you don't need to have choices like the three kinds described above to make a good scenario. You can present choices and options to the player, or you can force them to follow a linear plot and keep the story moving quickly. This opens up another discussion and the second point of the article - linear scenarios versus the open-ended scenarios.

Linear scenarios are usually plot-driven, and they have a quickly-paced story that should grab the player's interest and not let go until the scenario ends. An Apology does this, Redemption does this, Emulations does this, Revenge does this, and even Quintessence does. Those aren't all of the linear scenarios, but they are some of the most prominent, and some of the ones that use linearity well and to augment their scenario.

A linear scenario may have outdoor sections, but there should not be too many of them, or it will kill the urgent mood (if one exists) and become boring to the player. A linear scenario can still have sidequests, but they should never detract from the main plot, and it's even better if they add to it. The combat in a linear scenario should be interesting, fun, and important. It should never have the feeling of being repetitive (and this holds true for any scenario), and it doesn't have to exist at all.

The driving force behind most linear scenarios (and all of the good ones) is a gripping plot that involves the player and thrusts you into the action. It's primarily a story-based scenario, and if the story falters, the scenario will falter too. As a player, linear scenarios are my favorite by far.

There are two types of open-ended scenario - one with a set plot that can be deviated from, and one that attempts to be a world that immerses the player, usually without a definite ending point, except running out of missions to do. Most scenarios fall under the first description, but only the smaller ones succeed. Scenarios that try to emulate Avernum 3 or another giant game will inevitably fail or fall short. There are some notable exceptions (At the Gallows, Falling Stars), but generally, scenarios on a smaller scale will work better. The second type of open-ended scenario has not really been fully explored in Blades of Exile, but the Adventurers' Club scenarios and the Wreck of the Slug attempt it.

Open-ended scenarios that follow the first model are more likely to be well-received, based on the high favor that a plot curries in the community. Still, don't go overboard on the sidequests, sidedungeons, and sidetowns. Never forget that the main plot is the focus of the scenario, and everything else serves to flesh out the world and offer a break from the general plotline. Limiting the scenario's size also makes it more likely that you'll actually finish designing it, especially when you get into a more open-ended scenario that is slightly detached from the story. Linear scenarios can generally get away with being a little bigger than they need to be because the designer usually has a connection with the plot that keeps them going.

The second type of open-ended scenario is, in my opinion, not suited to the Blades of Exile/Blades of Avernum medium. It's far too hard to create a whole world in this system, and we generally like to focus our attention on small parts of worlds, backwards frontier settlements, isolated valleys, et cetera. It's a giant undertaking when you attempt a scenario of this sort, and it's generally not as fun to play. A scenario does not need to be as big as a commercial game because very few players want to spend that much time in a world that you create with a driving story keeping you there.

TWOTS and the ACs all suffer from that tendency, and you're generally better off focusing on one of the other types of scenarios. I personally favor a linear scenario, and large scenarios need to be extremely good to keep my interest throughout the entire scenario. Don't forget that a party is not obligated to stay in the scenario the entire time - you can't just make it interesting at the end, because nobody will see it. You have to start out strong and keep the pace for the entire scenario.

All of this is just meant to keep you open to the different mindsets of scenario designing, and some of the common pitfalls in each. You're certainly free to design whatever you want to design.

--------------------
"At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander
====
Drakefyre's Demesne - Happy Happy Joy Joy
Encyclopedia Ermariana - Trapped in the Closet
====
You can take my Mac when you pry my cold, dead fingers off the mouse!
Posts: 9436 | Registered: Wednesday, September 19 2001 07:00
Article - Why? in Blades of Avernum Editor
Triad Mage
Member # 7
Profile Homepage #31
Aceron ran boards from 1997 to 2000, and the Lyceum started in 1999 on ITW and then moved to ezBoard and became the premier BoE board after Aceron's collapsed after he left.

--------------------
"At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander
====
Drakefyre's Demesne - Happy Happy Joy Joy
Encyclopedia Ermariana - Trapped in the Closet
====
You can take my Mac when you pry my cold, dead fingers off the mouse!
Posts: 9436 | Registered: Wednesday, September 19 2001 07:00
Article - Why? in Blades of Avernum
Triad Mage
Member # 7
Profile Homepage #31
Aceron ran boards from 1997 to 2000, and the Lyceum started in 1999 on ITW and then moved to ezBoard and became the premier BoE board after Aceron's collapsed after he left.

--------------------
"At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander
====
Drakefyre's Demesne - Happy Happy Joy Joy
Encyclopedia Ermariana - Trapped in the Closet
====
You can take my Mac when you pry my cold, dead fingers off the mouse!
Posts: 9436 | Registered: Wednesday, September 19 2001 07:00
Calls that we wish existed in Blades of Avernum Editor
Triad Mage
Member # 7
Profile Homepage #24
has_num_of_item(item) will return the number of charges.

--------------------
"At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander
====
Drakefyre's Demesne - Happy Happy Joy Joy
Encyclopedia Ermariana - Trapped in the Closet
====
You can take my Mac when you pry my cold, dead fingers off the mouse!
Posts: 9436 | Registered: Wednesday, September 19 2001 07:00
Calls that we wish existed in Blades of Avernum
Triad Mage
Member # 7
Profile Homepage #24
has_num_of_item(item) will return the number of charges.

--------------------
"At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander
====
Drakefyre's Demesne - Happy Happy Joy Joy
Encyclopedia Ermariana - Trapped in the Closet
====
You can take my Mac when you pry my cold, dead fingers off the mouse!
Posts: 9436 | Registered: Wednesday, September 19 2001 07:00
Am I missing something? (food items) in Blades of Avernum Editor
Triad Mage
Member # 7
Profile Homepage #21
There is a problem with doing this, however. Any food from other scenarios will not have the special class.

--------------------
"At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander
====
Drakefyre's Demesne - Happy Happy Joy Joy
Encyclopedia Ermariana - Trapped in the Closet
====
You can take my Mac when you pry my cold, dead fingers off the mouse!
Posts: 9436 | Registered: Wednesday, September 19 2001 07:00
Am I missing something? (food items) in Blades of Avernum
Triad Mage
Member # 7
Profile Homepage #21
There is a problem with doing this, however. Any food from other scenarios will not have the special class.

--------------------
"At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander
====
Drakefyre's Demesne - Happy Happy Joy Joy
Encyclopedia Ermariana - Trapped in the Closet
====
You can take my Mac when you pry my cold, dead fingers off the mouse!
Posts: 9436 | Registered: Wednesday, September 19 2001 07:00
Archery in Blades of Avernum
Triad Mage
Member # 7
Profile Homepage #6
I wouldn't bother with it. I'd instead pump the points into melee skills and priest spells. War Blessing L3 in combination with dealing more damage will get you better results.

--------------------
"At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander
====
Drakefyre's Demesne - Happy Happy Joy Joy
Encyclopedia Ermariana - Trapped in the Closet
====
You can take my Mac when you pry my cold, dead fingers off the mouse!
Posts: 9436 | Registered: Wednesday, September 19 2001 07:00
BoA will be out for pc during Summer.. when is summer? in General
Triad Mage
Member # 7
Profile Homepage #2
Jeff is optimistic for an early June release.

--------------------
"At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander
====
Drakefyre's Demesne - Vahnatai Did Do It
desperance.net - We're Everywhere
The Arena - God Will Sort The Dead
====
You can take my Mac when you pry my cold, dead fingers off the mouse!
Posts: 9436 | Registered: Wednesday, September 19 2001 07:00

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