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Maelstrom696969 Lamer

Joined: 18 Dec 2002 Posts: 1837
Level: 35
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Posted: Thu Jun 19, 2003 7:33 pm Post subject: SoU: So do you have it? What do you think? |
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Me Likes:
1. TONS of good new spells for ALL around!
2. Some of the new Feats like Circle Kick and Rapid Reloadreally rock!
3. Tumble Skill!
4. Above all, PRESTIGE CLASSES!
Me no likes:
1. Fighters got jipped.
2. No new heads or portraits for characters, only a couple of voices.
3. No new weapons, armor, cloaks, etc. BAH!
Overall, at first glance, it looks like Paladins (and maybe some Clerics) got the best end of the deal. By combining the Spells Divine Favor and Aura of Glory with the Feat Divine Might (or Divine Shield), they can have their Charisma really boost up their damage (and defense). However, Wizards/Sorcs got a whole slew of new Spells that really do give 'em even more punch, and the Feats Expertise and Improved Expertise are huge for them. And Druids not only get lots of new spells, but because of the one named Owl's Insight, I can see Druids and Monks banding together a lot more, if not people Multiclassing the two! But even Bards really benefited, too, since they get not only a couple sweet new spells, but also the Feats Lingering Song and Extra Music!
But yes, the spellcasters won out by a longshot. Fighters and Barbarians get almost nothing except some Feats, 90% of which are just plain worthless past 5th level (thus Barbarians suffer the most since they don't get nearly as many chances to pick Feats). I'd say Great Cleave, Improved Initiative, Resistance to Energy, and maybe a couple others are nice. Oh, and the Tumble skill can boost your AC, but only a little bit.
Monks, Rogues, and Rangers, however, do alright. There are three of Feats which increase Initiative, and of course the new Feat Stealthy can be nice. Rangers also have their new spells. Monks will love Great Cleave but especially Circle Kick. Rogues have Trap creation. Also, Monks and Rogues greatly benefit from the Tumble skill, which not only means they don't (necessarily) need Mobility or the new Spring Attack Feat, but they also get a healthy AC boost.
Of course, Monks and Rogues will REALLY shine when mixed with Assassin, Shadowdancer, and maybe Blackguard. The Prestige Classes are by far IMHO the saving grace of SoU - er, with the exception of Harper Scout, but maybe that's just me. Anyway, they will definitely give those who like pure fighters *something* really worthwhile to play with, and the fact that you can now multiclass without the threat of XP penalty should really spice things up for everyone! _________________ "Great warrior? Ah! Wars not make one great!"
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Norrec
Thu 06/19/03 8:24pm
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Can you post a little more on druids?  |
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Falcan
Thu 06/19/03 10:02pm
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Just 2 more days and i should have mine  |
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Maelstrom696969 Lamer

Joined: 18 Dec 2002 Posts: 1837
Level: 35
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Posted: Fri Jun 20, 2003 5:13 pm Post subject: Druid Stuff |
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All there really is that is Druid Specific is spells. Now, these are from the manual, so take with a little salt:
Level 0:
Flare - A target suffers -1 to attack rolls.
Level 1:
Magic Fang - The caster's animal companion gains a +1 to hit and damage (and I think making it hit as with a +1 weapon).
Camouflage - The caster gains a +10 to Hide.
Level 2:
One With the Land - The caster gains a +4 to Animal Empathy, Hide, Move Silently, and Set Trap.
Blood Frenzy - The caster gains a +2 to STR and CON and a +1 to Will, while suffering a -1 to AC.
Level 3:
Greater Magic Fang - The caster's animal companion gains a +1 to hit and damage for every 3 levels of the caster, to a max of +5.
Spike Growth - Covers the terrain with small spikes. Any creature suffers 1d4 damage each round that they remain within the area. These spikes can damage victims' legs, so that even once they are free of the growth, their movement rate is slowed for 1 day (and I hear this stacks so you can really bring people to a crawl).
Quillfire - A target takes 1d8 damage, +1 per 2 levels of the caster to a max of +5, plus is inflicted with Scorpion Venom.
Level 4:
Mass Camouflage - All allies in the area of effect gain a +10 to Hide.
Level 5:
Owl's Insight - The target gains a bonus to Wisdom equal to half the caster's level (helloooo Druid/Monks).
Inferno - Each round, the target suffers 2d6 points of fire damage.
Level 6:
Drown - If the target fails the saving throw, it takes 90% of it's HP in damage (golems and other nonliving creatures cannot be drowned).
Level 8:
Sunburst - The caster causes a brilliant explosion, doing 1d6 damage per caster level to all Undead creatures, to a max of 25d6, or 6d6 damage to creatures that are not undead. Vampires are instantly destroyed if they fail a Relex saving throw. All enemies in the area must also make a Reflex save or be permanently blinded (must be removed magically).
Bombardment - Rocks fall from the sky, doing 1d8 damage per caster level, max 10d8, to all enemies in the area.
Level 9:
Earthquake - The caster causes a massive earthquake around himself, causing 1d6 damage per caster level to all around him, to a max of 10d6 to all creatures in the area. The caster is unaffected. _________________ "Great warrior? Ah! Wars not make one great!"
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Sep
Fri 06/20/03 5:18pm
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Why does the level 9 do less damage than the level 8? |
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Maelstrom696969 Lamer

Joined: 18 Dec 2002 Posts: 1837
Level: 35
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Posted: Fri Jun 20, 2003 5:20 pm Post subject: |
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That's a damn good question. Like I said, this is from the manual, so those numbers could be wrong, or, maybe Earthquake also has a chance to knock enemies to the ground (it should, dontcha think?). _________________ "Great warrior? Ah! Wars not make one great!"
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Sep
Fri 06/20/03 5:21pm
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Love that manual! |
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ShadowCore Great Deity
Joined: 25 Nov 2002 Posts: 2833
Level: 42
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Posted: Fri Jun 20, 2003 5:37 pm Post subject: |
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Hmm, earhtquake says all creatures, and bombardment all enemies, maybe that's it.....
Although that would make earthquake WORSE instead of better...hrmmm.. _________________
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Sep Elder

Joined: 22 Apr 2003 Posts: 899
Level: 26
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Posted: Fri Jun 20, 2003 5:50 pm Post subject: |
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Earthquake
Evocation
Level: Clr 8, Destruction 8, Drd 9, Earth 7
Components: V, S, DF
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: 5 ft./level radius (S)
Duration: 1 round
Saving Throw: See text
Spell Resistance: No
When the character casts earthquake, an intense but highly localized tremor rips the ground. It knocks creatures down, collapses structures, opens cracks in the ground, and more. The shock lasts 1 round, during which time creatures on the ground can’t move or attack. Spellcasters on the ground must make Concentration checks (DC 20 + spell level) or lose any spells they try to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The exact effects depend on the terrain and its features:
Cave, Cavern, or Tunnel: The spell collapses the roof, dealing 8d6 points of damage to any creature caught under the cave-in (Reflex half DC 15). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris.
Cliffs: They crumble, causing a landslide that travels horizontally as far as it fell vertically. An earthquake cast at the top of a 100-foot cliff would sweep 100 feet outward from the base of the cliff. Any creature in the path sustains 8d6 points of damage (Reflex half DC 15).
Open Ground: All creatures standing in the area must make Reflex saving throws (DC 15) or fall down. Fissures open in the ground, and every creature on the ground has a 25% chance to fall into one (Reflex save DC 20 to avoid the fissure). At the end of the spell, all fissures grind shut, killing any creatures still trapped within.
Structure: Most structures standing on open ground collapse, dealing 8d6 points of damage to those caught within or beneath the rubble (Reflex half DC 15).
River, Lake, or Marsh: Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Creatures must make Reflex saving throws (DC 15) or sink down in the mud and quicksand. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud. _________________ "Here comes Halfling death!" |
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Marquis Drayfox
Fri 06/20/03 6:11pm
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LOL its too bad that Neverwinter couldn't act like that! =) |
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Sep
Fri 06/20/03 6:19pm
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Yeah... cant wait to get a Holo-deck and play D&D. |
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Shadowleaf Hero
Joined: 14 Jan 2003 Posts: 634
Level: 23
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Posted: Fri Jun 20, 2003 6:41 pm Post subject: |
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they halfassed it but it still kicks ass. the good thing is that patches will add more stuff , unlike other games for the pc _________________
Glorin wrote: |
Marine you are such a great guy, i hope you don't get hit by a truck one day!! |
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dreamin'
Fri 06/20/03 6:44pm
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and if I had a holodeck, I surely wouldn't waste it for playing DnD  |
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Norrec Hero

Joined: 20 Mar 2003 Posts: 663
Level: 23
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Posted: Fri Jun 20, 2003 6:56 pm Post subject: |
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Sep wrote: |
Earthquake
Evocation
Level: Clr 8, Destruction 8, Drd 9, Earth 7
Components: V, S, DF
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: 5 ft./level radius (S)
Duration: 1 round
Saving Throw: See text
Spell Resistance: No
When the character casts earthquake, an intense but highly localized tremor rips the ground. It knocks creatures down, collapses structures, opens cracks in the ground, and more. The shock lasts 1 round, during which time creatures on the ground can’t move or attack. Spellcasters on the ground must make Concentration checks (DC 20 + spell level) or lose any spells they try to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The exact effects depend on the terrain and its features:
Cave, Cavern, or Tunnel: The spell collapses the roof, dealing 8d6 points of damage to any creature caught under the cave-in (Reflex half DC 15). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris.
Cliffs: They crumble, causing a landslide that travels horizontally as far as it fell vertically. An earthquake cast at the top of a 100-foot cliff would sweep 100 feet outward from the base of the cliff. Any creature in the path sustains 8d6 points of damage (Reflex half DC 15).
Open Ground: All creatures standing in the area must make Reflex saving throws (DC 15) or fall down. Fissures open in the ground, and every creature on the ground has a 25% chance to fall into one (Reflex save DC 20 to avoid the fissure). At the end of the spell, all fissures grind shut, killing any creatures still trapped within.
Structure: Most structures standing on open ground collapse, dealing 8d6 points of damage to those caught within or beneath the rubble (Reflex half DC 15).
River, Lake, or Marsh: Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Creatures must make Reflex saving throws (DC 15) or sink down in the mud and quicksand. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud. |
Is there anyway that could be scripted or something? That would be....  _________________ Courage is not the absence of fear, but the presence of fear yet the will to go on. |
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Sep
Fri 06/20/03 6:58pm
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Holo-deck or real-life is the only way youre gonna see that. |
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Norrec
Fri 06/20/03 6:59pm
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My Xbox could do it....  |
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ShadowCore
Fri 06/20/03 7:15pm
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Actually, yeah you could script it, but you wouldn't be using the graphics for it. You would just be using instant death etc. for it. |
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Little Teapot
Fri 06/20/03 7:21pm
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yes.. you can write a script for it... and it wouldn't be a terribly difficult one... just long. |
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Glorin
Fri 06/20/03 8:52pm
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mega long |
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African Ape
Sat 06/21/03 2:10am
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I LIKES IT |
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Glorin
Sat 06/21/03 2:14am
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I do too lets implement that |
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BriHurley The Lord of Kravenwood Estates

Joined: 04 Sep 2002 Posts: 345
Level: 17
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Posted: Sat Jun 21, 2003 6:48 am Post subject: |
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Don't forget there is a Dubisoft Test SoU running the latest Dyos mod with some SoU stuff in it. I have it running on a PIII 600mnz 512mb ram so it should hold up pretty good. I would like to stress test so those with SoU come to thor.d2g.com:5121 and help test!!!! _________________ Stupid is as stupid does....
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Solo_Core Dyso MOD|Forum Admin

Joined: 23 Sep 2002 Posts: 745
Level: 24
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Posted: Sat Jun 21, 2003 6:52 am Post subject: |
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i'd love to, but it isn't out in europe till next friday!!!
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insert massive flame here |
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Kindo Great Deity

Joined: 21 Sep 2002 Posts: 4068
Level: 48
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Posted: Sat Jun 21, 2003 1:23 pm Post subject: |
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Quote: |
2. No new heads or portraits for characters, only a couple of voices.
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OK that pisses me off. I wanted more customisations! And I bet you the new voices suck just as bad as the others anyway. |
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ShadowCore Great Deity
Joined: 25 Nov 2002 Posts: 2833
Level: 42
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Posted: Sat Jun 21, 2003 2:18 pm Post subject: |
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Kindo, be happy, you'll get more voices soon. Soon meaning: when I get a copy of SoU(I've decided I'll actually buy it!) and can look at the dialog.tlk and soundset.2ds files to see what modifications I have to make...hurray.
Hmm, for those of you who DO have SoU, how's singleplayer?? _________________
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dreamin' Hero
Joined: 11 Nov 2002 Posts: 625
Level: 22
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Posted: Sat Jun 21, 2003 2:56 pm Post subject: |
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Solo_Core wrote: |
i'd love to, but it isn't out in europe till next friday!!!
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insert massive flame here |
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Who lives in Europe and already bought three copies of SoU? That's right, me
Just find a nice store that sells imported versions at a reasonable price (I paid 39€ per box, wouldn't have touched the localized german version anyways ) |
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James Kendall
Sat 06/21/03 3:01pm
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How come I can't join the dyso server?? (I don't have SoU) |
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ShadowCore Great Deity
Joined: 25 Nov 2002 Posts: 2833
Level: 42
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Posted: Sat Jun 21, 2003 3:04 pm Post subject: |
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Ofcourse, you need to first have a store near that sells em.
And why..why..why OH WHY have you bought three copies.
Maybe you need to update, james? _________________
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dreamin' Hero
Joined: 11 Nov 2002 Posts: 625
Level: 22
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Posted: Sat Jun 21, 2003 3:50 pm Post subject: |
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I bought three copies to make bioware feel the love, cause all they get is ranting and bitching from you people
Nah, the day marine posted that he's playing with two copies on two pc's simultanously I decided that i need three copies to play on three pcs...
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Kindo Great Deity

Joined: 21 Sep 2002 Posts: 4068
Level: 48
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Posted: Sat Jun 21, 2003 4:30 pm Post subject: |
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€39 is damned expensive for a game that will cost €25...here atleast.
And yeah, you have all spoken about how cool prestige classes and the new feats are. But...how...is...single...player...campaign...compared...to...NWN? |
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