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#2082 From: Simon Jacobs <simon_jacobs@...>
Date: Thu May 1, 2003 10:27 am
Subject: RE: Re: Can not find the Princess in the Crypt.
simonsalo
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The latest registered version of Demelza no longer has this problem. Just go
back to the saved game before you used the torch key & it will work fine.

By the way, I never received a file from your friend.

Simon.

  -----Original Message-----
From:  Michael P. Quinn [mailto:mikepq@...]
Sent: Wednesday, 23 April 2003 06:51
To: DragonBaneII@yahoogroups.com
Subject: [DragonBaneII] Re: Can not find the Princess in the Crypt.

Dear Simon,
My friend sent you the saved files from Demelza like you asked for to
fix the problem we had at 5,4 in the Crusted Crypt, we could not pass
at the tourch holder. It has been several weeks since my friend David
Wilmington (davidjw@...) sent them to you as an attachment, we
were wondering how long it might be till we know anything?

When you do resolve the problem, please send the corrections to
David: (davidjw@...). He will then give them to me.

Thank you for looking in on this matter ASAP!!!

Regards,
Michael Quinn

--- In DragonBaneII@yahoogroups.com, Simon Jacobs <simon_jacobs@a...>
wrote:
> When you say you are in the last area of the last crypt, I assume
you mean
> The Cursed Crypt and also assume you found the entrance through the
false
> torch into the "anti-chamber" at 5,4. Once in this area all should
become
> apparent...
>
> Regards,
> Simon Jacobs
> Princess Demelza Author.
> _________________________________________________
>
>  -----Original Message-----
> From:  Michael P. Quinn <mikepq@y...> [mailto:mikepq@y...]
> Sent: Wednesday, 19 February 2003 08:00
> To: DragonBaneII@yahoogroups.com
> Subject: [DragonBaneII] Can not find the Princess in the Crypt.
>
> I have finished the crypt and I am in the last area. the last room
> has afield but when entering the room, there is rumble at the
> enterence. Does this rumble change the out come of the field as to
> where is sends you? And I can not get it to return to the orginial
> setting. I feel that the princess is behind the irregular wall on
the
> east, Am I right? I have no other keys and do not know where to go
> next...?
>
>
> To unsubscribe from this group, send an email to:
> DragonBaneII-unsubscribe@yahoogroups.com
>
>
>
> Your use of Yahoo! Groups is subject to
http://docs.yahoo.com/info/terms/
>
>
>
> This email message (including any file attachments transmitted with
it) is for the sole use of the individual or entity to whom it is
addressed and may contain confidential and privileged information.
Any unauthorised review, use, alteration, disclosure or distribution
is prohibited. If you have received this email in error, please
notify the sender by return email and destroy all copies of the
original message.
>
> Any confidentiality or legal professional privilege is not waived
or lost by any mistaken delivery of the email.
>
> Opinions, conclusions and other information in this message that do
not relate to the official business of the company shall be
understood as neither given nor endorsed by it.



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#2081 From: Paul Barnes <barnz001@...>
Date: Thu May 1, 2003 3:46 am
Subject: Re: === The Sewar ===
barnz001
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Wow, there is much to do, I must be off.  Thanks for the advice. 

craig davis <crd@...> wrote:
In case you haven't started your first quest yet: Go talk to the king. He will give you 20 gold the first time you talk to him. Go tip the bartender in the inn in the sw part of town. Take his advice and find the inn in the ne corner of town after dark. Tell the bartender there the password. (It is also written on a wall in town somewhere near the nw part.) Take the ladder down into the cellar. You need to find the statue in the cellar. Take it to the king. Follow his advice and take it to Helix. Follow his advice and go see the Arbor Crest leader who will give you the key to the sewers.
 
Craig


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#2080 From: craig davis <crd@...>
Date: Wed Apr 30, 2003 10:56 pm
Subject: Re: === The Sewar ===
wizardz
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In case you haven't started your first quest yet: Go talk to the king. He will give you 20 gold the first time you talk to him. Go tip the bartender in the inn in the sw part of town. Take his advice and find the inn in the ne corner of town after dark. Tell the bartender there the password. (It is also written on a wall in town somewhere near the nw part.) Take the ladder down into the cellar. You need to find the statue in the cellar. Take it to the king. Follow his advice and take it to Helix. Follow his advice and go see the Arbor Crest leader who will give you the key to the sewers.
 
Craig

#2079 From: "Paul" <barnz001@...>
Date: Wed Apr 30, 2003 5:57 pm
Subject: === The Sewar ===
barnz001
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I've been playing Dragon Bane II for a while now, my characters are
up to 10 and 11 level, but I am still unable to get into the sewar
and it's getting a little boring.  Any suggestions.

#2078 From: DragonBaneII@yahoogroups.com
Date: Wed Apr 30, 2003 4:56 am
Subject: New file uploaded to DragonBaneII
DragonBaneII@yahoogroups.com
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Hello,

This email message is a notification to let you know that
a file has been uploaded to the Files area of the DragonBaneII
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#2077 From: DragonBaneII@yahoogroups.com
Date: Wed Apr 30, 2003 4:56 am
Subject: New file uploaded to DragonBaneII
DragonBaneII@yahoogroups.com
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Hello,

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#2076 From: DragonBaneII@yahoogroups.com
Date: Wed Apr 30, 2003 4:56 am
Subject: New file uploaded to DragonBaneII
DragonBaneII@yahoogroups.com
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Hello,

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#2075 From: craig davis <crd@...>
Date: Wed Apr 30, 2003 2:48 am
Subject: Re: Resurection
wizardz
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SPOILER
Go out of the crypt to the fenced area with a cauldron in the center. Drop in her head...then you gotta add some blood...
Craig

bughmage <fastfreelinks@...> wrote:
I have to resurecta a mage who opens a doorway, i just got her skull
and i cant figure what to do next.


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#2074 From: "bughmage" <fastfreelinks@...>
Date: Tue Apr 29, 2003 10:18 pm
Subject: Resurection
bughmage
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I have to resurecta a mage who opens a doorway, i just got her skull
and i cant figure what to do next.

#2073 From: "Michael P. Quinn" <mikepq@...>
Date: Tue Apr 22, 2003 8:51 pm
Subject: Re: Can not find the Princess in the Crypt.
mikepq
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Dear Simon,
My friend sent you the saved files from Demelza like you asked for to
fix the problem we had at 5,4 in the Crusted Crypt, we could not pass
at the tourch holder. It has been several weeks since my friend David
Wilmington (davidjw@...) sent them to you as an attachment, we
were wondering how long it might be till we know anything?

When you do resolve the problem, please send the corrections to
David: (davidjw@...). He will then give them to me.

Thank you for looking in on this matter ASAP!!!

Regards,
Michael Quinn

--- In DragonBaneII@yahoogroups.com, Simon Jacobs <simon_jacobs@a...>
wrote:
> When you say you are in the last area of the last crypt, I assume
you mean
> The Cursed Crypt and also assume you found the entrance through the
false
> torch into the "anti-chamber" at 5,4. Once in this area all should
become
> apparent...
>
> Regards,
> Simon Jacobs
> Princess Demelza Author.
> _________________________________________________
>
>  -----Original Message-----
> From:  Michael P. Quinn <mikepq@y...> [mailto:mikepq@y...]
> Sent: Wednesday, 19 February 2003 08:00
> To: DragonBaneII@yahoogroups.com
> Subject: [DragonBaneII] Can not find the Princess in the Crypt.
>
> I have finished the crypt and I am in the last area. the last room
> has afield but when entering the room, there is rumble at the
> enterence. Does this rumble change the out come of the field as to
> where is sends you? And I can not get it to return to the orginial
> setting. I feel that the princess is behind the irregular wall on
the
> east, Am I right? I have no other keys and do not know where to go
> next...?
>
>
> To unsubscribe from this group, send an email to:
> DragonBaneII-unsubscribe@yahoogroups.com
>
>
>
> Your use of Yahoo! Groups is subject to
http://docs.yahoo.com/info/terms/
>
>
>
> This email message (including any file attachments transmitted with
it) is for the sole use of the individual or entity to whom it is
addressed and may contain confidential and privileged information.
Any unauthorised review, use, alteration, disclosure or distribution
is prohibited. If you have received this email in error, please
notify the sender by return email and destroy all copies of the
original message.
>
> Any confidentiality or legal professional privilege is not waived
or lost by any mistaken delivery of the email.
>
> Opinions, conclusions and other information in this message that do
not relate to the official business of the company shall be
understood as neither given nor endorsed by it.

#2072 From: craig davis <crd@...>
Date: Mon Apr 21, 2003 11:36 pm
Subject: Re: How long -- correction
wizardz
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OOPS! My party of 1 was Heric. Poe would be more challenging with a 60% hit rate versus Heric's 80%, but should be still possible for the obsessively patient.
 
Craig

craig davis <crd@...> wrote:
Just finished in 189 days with only using Poe in the party. Playing the Easter Egg level on Easter was fun.
 
Craig

rovoul <rodrigo.ultramari@...> wrote:
Hi there,

How long did you take to complete the game (in DB2 days?)

I´m in the day #67, stuck in the ta'kall ....

bye.

Rodrigo


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#2071 From: craig davis <crd@...>
Date: Mon Apr 21, 2003 7:01 pm
Subject: Re: How long
wizardz
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Just finished in 189 days with only using Poe in the party. Playing the Easter Egg level on Easter was fun.
 
Craig

rovoul <rodrigo.ultramari@...> wrote:
Hi there,

How long did you take to complete the game (in DB2 days?)

I´m in the day #67, stuck in the ta'kall ....

bye.

Rodrigo


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#2070 From: "rovoul" <rodrigo.ultramari@...>
Date: Mon Apr 21, 2003 12:51 pm
Subject: Ressurrect?
rovoul
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is there any way to resurect one of my parties?

Thanks.

Rodrigo

#2069 From: "rovoul" <rodrigo.ultramari@...>
Date: Mon Apr 21, 2003 12:45 pm
Subject: How long
rovoul
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Hi there,

How long did you take to complete the game (in DB2 days?)

I´m in the day #67, stuck in the ta'kall ....

bye.

Rodrigo

#2068 From: "Nancy" <njmcdow@...>
Date: Tue Apr 15, 2003 12:47 am
Subject: Re: Stuck Trying To Get Past Enchanted Forest
nancyjmcd
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Thanks, Bruce - I appreciate being steered in the right direction
without giving it away!

Regards, Nancy in Texas

#2067 From: "neftf" <Cyb0Au0Dragon215@...>
Date: Mon Apr 14, 2003 11:14 pm
Subject: 'Best' and Munchkin Parties or Re: Best party combo?
neftf
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Dear Kong Xian Mu [original Msg#2060 at end of post],

The 'best' party is the one you like the most.  I love missile
weapons and my favorite "Return of Kra'an" (MSRK) party is now
ARCHER, TROGLODYTE, THIEF, NECROMANCER, SORCERER.

Spoiler...........................................................



Spoiler...........................................................



Spoiler...........................................................



Spoiler...........................................................




However the best Munchkin (Note 1) party (kill all the monsters, take
their treasure) is quite different.  If you scroll down and look at
the repost of Msg #606 below you will see how I felt about the
Munchkin party Tue Jan 22, 2002.  Many of these ideas are still
accurate.

However, while working on my Dragon Bane 2 Engine Adventure (DB2EA),
I have discovered that MSRK is heavily biased to melee fighters.

        The best 1st level Munchkin party is KNIGHT, DWARF, THIEF,
NECROMANCER, SORCERER, GRIZZLY.

        Melee fighters (high STR) do lots of damage (hand weapons get
+1 per STR over 20).
        Their high STR lets them use the best armor so they take less
damage.
        Most attack group melee weapons (STR) do better damage than
the equivalent attack group missile weapons (DEX).  INQUISITOR+*'s
maximum damage is 70 while the BOW OF DESTRUCTION+*'s maximum damage
is 52.
        Most handweapons do physical damage instead of fire or magic.
So even monsters with high fire or magic resistance will still take
maximum damage from your handweapons.
        There are more handweapons in the MSRK than missile weapons.
        You don't even have to use NEAR FOE on monsters further way
than 10 feet, just use ADVANCE (Note 1.5), there is no equivalent
RETREAT for missile characters.
        In addition most monster in MRSK are melee monsters and will
advance on their own if pushed further away, while few monsters are
missile based and will retreat from the party.
        Melee characters have the best hit points.
        The THEIF/ DWARF's BELLIGERENCE lets your handweapons and
SHEOLANs attack twice per turn.  Comparing handweapons attacking
twice per turn versus any missile weapon, and missile weapons are
wimpy (Note 2).
        Equipping PLATE OF COURAGE (STR 24), SUPERIOR GAUNTLETS (STR
26), SHIELD OF COURAGE (STR 31) give you a bonus STR +10, for an
additional 10 points damage per hit with a handweapon.

        DWARF/ SORCERER spells HEART OF COURAGE (STR +4) and MARK OF
THE VALIANT (STR +8) are nice for an extra +4 or +8 points of
damage.  Also if you melee character needs 6 more levels to use a
SWORD OF RETRIBUTION (STR 40), equip the TITAN'S HAMMER (STR 34 [Note
3]) but carry the sword with you, then during combat cast MARK OF THE
VALIANT and the melee character can use the sword for that combat.

        DWARF is immune to daze, poison, insanity.
        DWARF gets innate MAGIC COMPASS, a very useful spell.
        DWARF gets BELLIGERENCE, STEALTH, SAVING THROW
        DWARF gets HEART OF COURAGE, MARK OF THE VALIANT

        THIEF gets BELLIGERENCE, INVISIBILITY, STEALTH, SAVING THROW
        THIEF actually improves your change to find an item after a
combat and increases how much gold you find after a combat.

        NECROMANCER gets GRIZZLY and GHOST OF KAELAN.
        GRIZZLY and KAELAN do nice damage, while WIZ WALL and ANIMATED
SWORD are wimpy.

        SORCERER's heal spells are incredibly efficient.
        SORCERERs have access to CURE DAZED, CURE POISON, CURE
INSANITY.
        SORCERERs get MYSTICAL ARMOR, AURA OF FORTUNE, KAELAN'S
BLESSING, IQTAR'S MAGIC COAT
        SORCERERs gets HEART OF COURAGE, MARK OF THE VALIANT
        For fighting boss monsters like RAAMTHA, SORCERERs can use
mage weapons like LIGHTNING STAFF (maximum damage 55, range 70 feet),
SPIRIT MASTER (attack group, maximum damage 50, range 70 feet), WAND
OF REST (heal party of all hitpoint damage).

        Any time you get a potion that improves AC, hitpoints,
stamina, magic resistance, fire resistance, spell points, or
intelligence, give it to your SORCERER.  If you get a choice,
increase stamina.  As long as your SORCERER is alive and has
spellpoints left he can heal the rest of your party and even bring
characters back from the dead.

        The best 5th level Munchkin party is KNIGHT, DWARF, THIEF,
WIZARD, SORCERER, KAELAN.
        The best 9th level Munchkin party is KNIGHT, DWARF, THIEF,
WIZARD, SORCERER, IQTAR.

        Once you reach 5th level, put the NECROMANCER in an INN and
switch to the WIZARD.  Return to the INN when KAELAN dies and
continue to use the NECROMANCER to summon GHOST OF KAELAN, until the
WIZARD reaches 9th level and gets SUMMON THE IQTAR.  The IQTAR and
SHEOLAN are powerful melee monsters.  While the WINDMAGE is nice for
healing, most times your SORCERER will not use up all his
spellpoints.  The powers of the FIRE ELEMENT are nice but there are
few encounters were FLAME ARC is useful.  In addition FIRE ELEMENT's
14th level cannot compare to the SHEOLAN's 18th level for hitting
those hard to hit monsters.  Since SHEOLAN only get melee attacks
(maximum melee damage 153/ attack), they always attack twice per turn
under BELLIGERENCE, unlike the FIRE ELEMENT (maximum melee damage 63/
attack) who only gets one attack per turn with STUN, FIREBALL, and
FLAME ARC.

        The best WIZARD group spell is STONES (WIZARD gets at 5th
level) for maximum of 27 points of physical damage for 6 spellpoints
or 4.5 points of damage per spellpoint.  The best WIZARD attack spell
for one opponent is LIGHTNING BOLT (WIZARD gets at 9th level) for
maximum of 55 points damage (39 physical, 8 fire, 8 magic) for 9
spellpoints or 6.1 points of damage per spellpoint.  Use STONES
against two or more opponents (two opponents is 9 points of damage
per spellpoint) and LIGHTNING BOLT against single opponents.  Since
most combats last more than one turn, there is no need to use any
other WIZARD attack spells since they do not cause as much damage per
spellpoint.  The exception is INTERVENTION when the party is low
hitpoints, dazed, poisoned, insane, and the SORCERER is low on
spellpoints or insane.  DISPELL -- and at low levels DISBELIEVE -- is
an inexpensive way to get rid of monsters summoned by other monsters.

        The best 13th level Munchkin party is KNIGHT, DWARF, THIEF,
TROGLODYTE, SORCERER, SHOELAN.

        Once you reach 13th level, put the WIZARD in an INN and switch
to the TROGLODYTE (especially JERVOSS).  Return to the INN when
SHEOLAN dies and continue to use the WIZARD to summon BIND SHOELAN.
Use HEART OF QUICKNESS (DEX +4) and MARK OF THE NIMBLE (DEX +8) as
needed so TROGLODYTE can use the best missile weapons.  The DOUBLE
CROSSBOW has a maximum damage of 67 while the BOW OF DESTRUCTION+*'s
maximum damage is 52 (36 physical, 8 fire, 8 magic against a group of
monsters).

        TROGLODYTE have access to CURE DAZED, CURE POISON, CURE
INSANITY.  CURE INSANITY is important since an INSANE SORCERER cannot
cast CURE INSANITY on himself.
        TROGLODYTE get innate REVELATION.
        TROGLODYTE get MYSTICAL ARMOR, AURA OF FORTUNE, KAELAN'S
BLESSING, IQTAR'S MAGIC COAT
        TROGLODYTE regen hitpoints every 16 ticks.
        TROGLODYTE gets better hitpoints and armor than ARCHER.

        The best Munchkin party to fight KRA'AN is KNIGHT, DWARF
(1st), DWARF (2nd), WIZARD, SORCERER, SHOELAN.

        Give the two DWARF lots of SUNFRUIT (regen 40 spellpoints) for
BELLIGERENCE.  DISPELL and SHOELAN are good for dealing with GREATER
DEMONs.  Give the KNIGHT some SUNFRUIT for NEAR FOE for when you
cannot ADVANCE because a GREATER DEMON did not DISPELL last round.
INTERVENTION is handy for healing the party if you do not have WAND
OF RESTs for the WIZARD and the SORCERER.  WAND OF ATTRACTION and
WAND OF DEMENTIA can be handy.  If you want, you can swap the two
DWARFs for two THIEFs.  But the DWARFs have better hit points, AC,
and handweapons.

Sincerely yours,
NEFTF

http://groups.yahoo.com/group/DragonBaneII/message/606

Msg #606
"Playing by the Numbers" or Re: Best Party...?
--- In DragonBaneII@yahoogroups.com, "nukem0from0twenty0feet"
<Cyb0Au0Dragon215@A...> wrote:
> > I miss the high power creatures that the necromancer can summon,
> but
> > I don't miss his spells too much. In most cases, they did so
little
> > damage and healing that it didn't matter. I'm sure a high level
one
> > would be a blast though...
>
> In Dragon Bane 1, I used a Dwarf, Archer, Thief, Sorcerer, Wizard
and
> regretted it when I met Kra'an.
>
> In Dragon Bane 2 I made myself take a Knight, even though I didn't
> like it, but the addition of group attack melee/ missile weapons
> makes the Knight and Archer more useful at higher levels.
>
> I took the Archer because of those annoying single monsters that
hang
> out of range and cast nasty spells at your party.
> <The heroes should have all the cool spells- just kidding, no fun
> without annoying Guardians and Enemy Sorcerers>.
>
> Thief or Dwarf is handy for charm spells but adventuring without
the
> Thief's Pick Lock would not be fun.  I like the Alchemy and
> Materialize spells.  The Thief is also decent with melee and
missile
> weapons.  I dislike the Confuse and Berserk spells because they are
> not cost effective, but they are the easiest way to take out single
> spell casting monsters or fire breathers from a distance.  I rarely
> use Trap Zap.
>
> Sorcerer is a must for an easy dungeon crawl, I never leave home
> without one in either version of the game.  Even if he is just
> casting Open Portal, healing and defensive spells, he frees up your
> Wizard/ Necromancer to battle the creatures with his spell points.
> He is also useful later for using magic items such as Wands of
> Attraction, Wands of Dementia, Horns of Fear, Horns of Freezing,
> Spirit Master and eventually a Magic Bow+*.
>
> I love the damage  Wizard spells do, but my biggest problem in
Dragon
> Bane 1 was recharging in dungeons.  I was dubious about the
> necromancer's spells, but thought I would give him a whirl.  At
high
> levels, I do like him better than the Wizard.  Ghost of Kaelan
casts
> protection spells, Wind Mage heals the party, and Fire Elemental
> confuses opponents.  I never use the Necromancer for healing, the
> Sorcerer is a better bet based on points healed per spell point.
> Heal Party has a maximum healing of 29 hit points per spell point.
> But against the right opponents, Mana Spirit and Death's Blessing
can
> recharge the Thief's spell points.  In the Tower levels, the Archer
> and the Necromancer combined can recharge the entire party in just
> one combat.
>
> Necromancer Tips
>
> Recharging
>
> Individual opponent 10' to 40' away
> Sun Sprite, 3rd level, Damage 0/6/16, Max Recharge 14 SP- 22
damage,
> Cost 8 SP
> Group opponent 10' to 60' away, 3 or more individual in same group
> Life Vortex, 3rd level, Damage 12/0/10, Max Recharge Varies (3
> monsters 35 SP- 66 damage), Cost 16 SP
> Group opponent 70' away, 2 or more individual in same group
> Death's Blessing, 4th level, Damage 20/0/20, Max Recharge Varies (2
> monsters 40 SP- 80 damage), Cost 22 SP
> Group opponent 10' to 70' away, 4 or more individual in same group
> Death's Blessing, 4th level, Damage 20/0/20, Max Recharge Varies (4
> monsters 80 SP- 160 damage), Cost 22 SP
>
> For Death's Blessing recharging purposes I usually keep my
Sorcerer's
> Dexterity 1 pt higher than my Necromancer's Dexterity.  The
Sorcerer
> can cast heal spells on the party and then all of Death's Blessing
> recharging goes to spell points.  When facing one group of melee
> monsters with bunches of individuals, (say one group of 6 Lizard
> Warriors or one group of 5 Giant Cobras) I use my Archer and Far
Foe
> every turn to keep them from hurting the party and then Death's
> Blessing to syphon off spell points.
>
> Maximum Damage per Spell Point
>
> Individual opponent 10' away
> Vampire, 1st level, Damage 3/0/3, Max Damage 6, Cost 2 SP
> Individual opponent 20' to 40'
> Sun Sprite, 3rd level, Damage 0/6/16, Max Damage 22, Cost 8 SP
> Note: not useful against fire resistant monsters, use Vampire, Mana
> Sprite or Spell Sprite Instead
> Individual opponent 50' to 60'
> Spell Sprite, 4th level, Damage 0/0/28, Max Damage 28, Cost 14 SP
> Note: not useful against magic resistant monsters, use Vampire,
Mana
> Sprite or Sun Sprite Instead
> Group opponent 10'- 70', 2 or more monsters
> Death's Blessing, 4th level, Damage 20/0/20, Max Damage Varies (2
> monsters, 80 damage), Cost 22 SP
> Individual opponent, magic and fire resistant, 10' to 20'
> Mana Sprite, 2nd level, Damage 5/0/7, Max Physical Damage 5, Cost 5
SP
>
> Spirit Master, Horn of Freezing, Wand of Attraction, Horn of Fear,
> Wand of Dementia, and Staff of Lightning are also useful additions
to
> the Necromancer's arsenal.  Wand of Mana and Spirit Master are
> especial helpful when your party is running low on mana.
>
> Spoiler
>
> Spoiler
>
> Spoiler
>
> Sweet
>
> Sweet
>
> Also in "Return of Kra'an" you can swap party members at the
Castle,
> so you could start off with a Wizard and switch to a Necromancer or
> vice versa.  No matter what, visit the Magic shop early and often.

http://groups.yahoo.com/group/DragonBaneII/message/2060

Msg#2060
Re: Best party combo?

--- In DragonBaneII@yahoogroups.com, "Kong Xian Mu" <mean_liar@h...>
wrote:
> In DB2, I as curious about what constitutes the 'best' party.
>
> From examining the Spell lists, it appears that although the
> Necromancer is cool, it seems more like an interesting class but
not
> really wroth taking.
>
> The Sorceror and Wizard seem indispensible.
>
> In DB1, there was a dearth of powerful melee weapons: at any
moment,
> there were plenty of powerful bows but only 1-2 powerful melee
> weapons available.  Does this hold true in DB2?  If so, then
> Knight/Trog/Archer seems best; if not, then Knight/Dwarf/Archer.
>
> And what of the Thief?  Is he indispensible or only 'nice to
have'?
> It would be a shame to fill up a melee slot with a mediocre combat
> class.
>
> Any ideas?

Note 1) Steve Jackson Games has a funny cardgame based on Munchkin
gamers.

Note 1.5)  Monsters can attack while you are advancing, but SORCERERs
can heal damage with few spellpoints.  Also once you engage a monster
at 10 feet, if he RETREATS, he cannot attack that turn.  So even
though  the monster can attack when you ADVANCE, he already gave up
one attack when he RETREATED.  If you have a melee character heavy
party, they probably have very low ACs, so the monster is less likely
to hit your characters than a missile character heavy party.

Note 2) A SWORD OF RETRIBUTION  starts out with a maximum damage of
90 hit points per turn when a player can first use it, with
BELLIGERENCE it is 180 hit points per turn.  In addition, you alway
have a minimum chance to hit of 5%.  With BELLIGERENCE this becomes
9.75% (at least one attack hitting).  TechnoMagic University will not
include BELLIGERENCE for these, and other, reasons.  TechnoMagic
University will attempt to reduce the bias against missile weapons,
without creating a new bias against handweapons.

Note 3)  TITAN'S HAMMER shows up as STR 38, but since it gives a
bonus STR +4, you only need STR 34 to use it.

End Spoiler...........................................................



End Spoiler...........................................................



End Spoiler...........................................................



End Spoiler...........................................................




FIN

#2066 From: "num1sailingnut" <tborland@...>
Date: Mon Apr 14, 2003 8:53 pm
Subject: HELP!!!!! Can't find strong man
num1sailingnut
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I've been to the spot where I was told my party wasn't strong
enough, but the strong man doesn't show up on the weekends. It
continually tells me that the act isn't there this week. Is there
anything else I need to do to get him to show up? When I exited the
sewer, it was on the weekend, so I thought maybe it wouldn't trigger
until the next weekend, so I wasted an entire week walking around
but to no avail. Any help is greatly appreciated!

#2065 From: Bruce Glassford <bruce@...>
Date: Mon Apr 14, 2003 1:18 pm
Subject: Re: Stuck Trying To Get Past Enchanted Forest
bglassford
Online Now Online Now
Send Email Send Email
 
--- Nancy <njmcdow@...> wrote:
> Hi, Everyone - Can someone give me a clue as to how my party can get
> through the enchanted forest (without giving me a "spoiler", if
> possible) over to the door and building I can just see a little of on
> the other side?  Would casting the Levitation spell transport my
> party over the trees?  I think I already tried that, but it didn't
> accomplish anything.  I've been wandering through the Wilderness
> without meeting up with Helix - I'm presuming he must be on the other
> side of the enchanted forest. . .
>
> Thanks!  Nancy in Texas

You're in the wrong spot - the aid you need for this comes later in the
adventure - Helix lives in a hut.  Search around the wilderness and you
will find a maze of trees where Helix hangs out.  A guide will appear when
you need them to show you the way. (Other than that - don't believe
everything you see)

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#2064 From: "Nancy" <njmcdow@...>
Date: Mon Apr 14, 2003 12:34 pm
Subject: Stuck Trying To Get Past Enchanted Forest
nancyjmcd
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Hi, Everyone - Can someone give me a clue as to how my party can get
through the enchanted forest (without giving me a "spoiler", if
possible) over to the door and building I can just see a little of on
the other side?  Would casting the Levitation spell transport my
party over the trees?  I think I already tried that, but it didn't
accomplish anything.  I've been wandering through the Wilderness
without meeting up with Helix - I'm presuming he must be on the other
side of the enchanted forest. . .

Thanks!  Nancy in Texas

#2063 From: craig davis <crd@...>
Date: Fri Apr 11, 2003 7:00 pm
Subject: Re: Best party combo?
wizardz
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You already seem to have your own ideas.

The sorcerer is useful if you want to heal.

The necromancer's spells are better than the wizard's until you get to 4th spell level.

The thief is useful if you want to open chests without taking so much damage. And he is essential in generating cash (Alchemy and Materialize). The thief with a max of at least 40 SP can instantly turn a sunfruit into 240 gold. And you can buy one sunfruit a week at the fair for 100. Most people have trouble maintaining enough cash in DBII, especially without a thief. 

The dwarf makes it easier to navigate and gets some nice damage with the stronger weapons.

The trog has his own light source (a negative in one place) and is a good "backup" fighter/archer.

The archer is the only character that can use the strong bows at max efficiency.

The fighter is the only character that can use the strong melee weapons and the Dragon Bane at full efficiency. There is a second fighter available not too far into the game.

If I were going for a full party, I'd start with Fighter, Trog, Thief, Sorcerer, Necromancer. Many would probably choose the Archer over the Trog. And you seem to like the Wizard better than the Necromancer. There are enough good weapons that even Fighter, Fighter, Thief, Sorcerer, Necro/Wizard/Archer makes a good party.

If you want to play around a bit, I suggest you have the Necromancer cast Summon Grizzly. Then play parties of two or three while exploring the wilderness. When the Grizzly dies, go back to town and get another. And if you're running low on hit points, but the Sorcerer is back in town, go back and heal up. Once the characters reach 5th level, go swap them for others. (By trading off in small parties, the characters gain experience quickly and you don't need lots of armor or weapons at the start.) Then go out again. It won't take you long to get everyone up to 5th level (2nd spell level) and by then you'll know which ones you want in your party for the campaign.

It turns out that you can get a replacement 4th spell level version of each character once you get past the tower. (Your party will probably be somewhere between 10th and 15th level when you get out of the tower.)  So if you don't like your current party, you can reconfigure there pretty painlessly. Or if you want to substitute a full-power wizard for the necromancer you've been using, that is a good time to do it.

Craig

 

 Kong Xian Mu <mean_liar@...> wrote:

In DB2, I as curious about what constitutes the 'best' party.

From examining the Spell lists, it appears that although the
Necromancer is cool, it seems more like an interesting class but not
really wroth taking.

The Sorceror and Wizard seem indispensible.

In DB1, there was a dearth of powerful melee weapons: at any moment,
there were plenty of powerful bows but only 1-2 powerful melee
weapons available. Does this hold true in DB2? If so, then
Knight/Trog/Archer seems best; if not, then Knight/Dwarf/Archer.

And what of the Thief? Is he indispensible or only 'nice to have'?
It would be a shame to fill up a melee slot with a mediocre combat
class.

Any ideas?


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#2062 From: craig davis <crd@...>
Date: Fri Apr 11, 2003 5:57 pm
Subject: Re: Vault Key + Segment one ! Stuck ! HEELP!
wizardz
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You should check all characters, including the ones in the inns (all the inns) for the missing segment.

The vault key is a red herring and useless.

Craig

 darw <turkbd@...> wrote:

I have segments two and three but seem to have lost segment one
somehow. Do not know how that ever happened as none of my characters
died, the segments cannot be sold anyhow, the characters that are
added (korbel, strong man etc.) cannot hold items. I go to Helix
after finding the 3rd segment and he still tells me to go get korbel
and enter the goblin prison when I did that already and does not fuse
the three pieces together as I have 2 and 3 and 1 is just not there
although I know I had it at one time. God what did I do wrong?? And
by the way what is the vault key and how do I use it???


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#2061 From: "darw" <turkbd@...>
Date: Fri Apr 11, 2003 4:35 pm
Subject: Vault Key + Segment one ! Stuck ! HEELP!
turkbd
Offline Offline
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I have segments two and three but seem to have lost segment one
somehow. Do not know how that ever happened as none of my characters
died, the segments cannot be sold anyhow, the characters that are
added (korbel, strong man etc.) cannot hold items. I go to Helix
after finding the 3rd segment and he still tells me to go get korbel
and enter the goblin prison when I did that already and does not fuse
the three pieces together as I have 2 and 3 and 1 is just not there
although I know I had it at one time. God what did I do wrong?? And
by the way what is the vault key and how do I use it???

#2060 From: "Kong Xian Mu" <mean_liar@...>
Date: Thu Apr 10, 2003 9:35 pm
Subject: Best party combo?
mean_liar
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In DB2, I as curious about what constitutes the 'best' party.

From examining the Spell lists, it appears that although the
Necromancer is cool, it seems more like an interesting class but not
really wroth taking.

The Sorceror and Wizard seem indispensible.

In DB1, there was a dearth of powerful melee weapons: at any moment,
there were plenty of powerful bows but only 1-2 powerful melee
weapons available.  Does this hold true in DB2?  If so, then
Knight/Trog/Archer seems best; if not, then Knight/Dwarf/Archer.

And what of the Thief?  Is he indispensible or only 'nice to have'?
It would be a shame to fill up a melee slot with a mediocre combat
class.

Any ideas?

#2059 From: "crd" <crd@...>
Date: Fri Apr 4, 2003 7:24 am
Subject: Re: Prison 2
wizardz
Offline Offline
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Minotaur
Warlock
Goblin

Craig
----- Original Message -----
From: "bumpths2001" <bumpths2001@...>
To: <DragonBaneII@yahoogroups.com>
Sent: Monday, March 31, 2003 9:05 PM
Subject: [DragonBaneII] Prison 2


> Can anyone help me get to the north east and south east of P2.  I
> know I have ot go through some teleporter in P1, but I cannot find
> them.  also The names of the creatures... I have manotaur and then
> there is the next one that I cannot get...
>
>
>
> To unsubscribe from this group, send an email to:
> DragonBaneII-unsubscribe@yahoogroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>

#2058 From: Simon Jacobs <simon_jacobs@...>
Date: Wed Apr 2, 2003 10:00 pm
Subject: RE: Demelza Chambers
simonsalo
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Allan, This is a tricky puzzle & in some of the sections of the chambers
there are some hidden walls & force fields. I still find this puzzle very
difficult & I designed it! What you will need to do is tell me which map you
are currently on and your exact coordinates and tell me if you have any keys
on you at the moment.

Regards,
Simon Jacobs
Princess Demelza Author.
_________________________________________________

  -----Original Message-----
From:  Allan Fisher [mailto:afsplat@...]
Sent: Wednesday, 2 April 2003 03:18
To: DragonBaneII@yahoogroups.com
Subject: [DragonBaneII] Demelza Chambers

I can't seem to find my way through the chambers at
the end of Demelza.  Every door I try get's me to a
place I've been.  Help!

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#2057 From: Allan Fisher <afsplat@...>
Date: Tue Apr 1, 2003 5:17 pm
Subject: Demelza Chambers
afsplat
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I can't seem to find my way through the chambers at
the end of Demelza.  Every door I try get's me to a
place I've been.  Help!

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#2056 From: "bumpths2001" <bumpths2001@...>
Date: Tue Apr 1, 2003 5:05 am
Subject: Prison 2
bumpths2001
Offline Offline
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Can anyone help me get to the north east and south east of P2.  I
know I have ot go through some teleporter in P1, but I cannot find
them.  also The names of the creatures... I have manotaur and then
there is the next one that I cannot get...

#2055 From: "komes2cash" <Wingcom007@...>
Date: Sun Mar 30, 2003 8:14 pm
Subject: Anyway to get...................
komes2cash
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Anyway to get the original dragon bane on the pocket pc ?

#2054 From: craig davis <crd@...>
Date: Fri Mar 28, 2003 3:13 pm
Subject: Re: Question About the "Strongman Act" on Weekends
wizardz
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You have to visit a location in a dungeon that says your party isn't strong enough. (And without the strongman your party NEVER will be.) Then the strongman will start to show up on weekends.

Craig

 njmcdow@... wrote:

My current party continues to build up strength and all is going well iexcept for the fact that every time I go to the Festival Grounds on a weekend, I always get the message that "the strongman act isn't appearing this weekend.  Come back later."  What does it take to see the act and, presumably, add the strongman to my party?  Am I missing something?  Thanks, Nancy in Texas

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#2053 From: njmcdow@...
Date: Fri Mar 28, 2003 8:37 am
Subject: Question About the "Strongman Act" on Weekends
nancyjmcd
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My current party continues to build up strength and all is going well iexcept for the fact that every time I go to the Festival Grounds on a weekend, I always get the message that "the strongman act isn't appearing this weekend.  Come back later."  What does it take to see the act and, presumably, add the strongman to my party?  Am I missing something?  Thanks, Nancy in Texas

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