-----Original Message----- From: Rani Tolimat [mailto:rani@...] Sent: Tuesday, September 30, 2003 12:09 AM To: DragonBaneII@yahoogroups.com Subject: Demelza: Help me out of the dungeons, please!
I'm in the dungeons (18,3) under the Island of Fortress, /in Princess Demelza/ please, have you guessed the entrance code? Thanks! Jarmila
-ANYONE?!?!
-- In DragonBaneII@yahoogroups.com, "Claus Blem" <TheMadDane@y...>
wrote:
> Yes Sorry in Demelza!
>
> Thanks!
>
>
> --- In DragonBaneII@yahoogroups.com, "Christopher Y Kim"
<cysk@a...>
> wrote:
> > Which game are you referring to? There is no Plt key in Dragon
Bane
> 2 - Return to Kra'an. There is a platinum key in the original
Dragon
> Bane (wrong forum), or perhaps in Princess Demelza (right forum) -
> but specify Demelza in the subject line.
> >
> > If it is Princess Demelza, you are referring to, then Simon
Jacobs
> (the author) can answer for you, and he is pretty good at replying
to
> messages about Demelza here. I don't remember the answer, but I had
> to start over, so I'm not that far in Demelza.
> >
> > Good luck,
> > Chris Kim
> > ----- Original Message -----
> > From: Claus Blem
> > To: DragonBaneII@yahoogroups.com
> > Sent: Friday, October 24, 2003 18:18
> > Subject: [DragonBaneII] PIt Key
> >
> >
> > Anyone knowhow I can get this stupid key?
> >
> > Thanks!
> >
> >
> >
> > Yahoo! Groups Sponsor
> >
> >
> >
> > To unsubscribe from this group, send an email to:
> > DragonBaneII-unsubscribe@yahoogroups.com
> >
> >
> >
> > Your use of Yahoo! Groups is subject to the Yahoo! Terms of
> Service.
-----Ursprüngliche Nachricht----- Von: mishugirl8344 [mailto:suzanne.chiauzzi@...] Gesendet: Dienstag, 28. Oktober 2003 16:49 An: DragonBaneII@yahoogroups.com Betreff: [DragonBaneII] Where can I buy Princess Demelza?
I just finished Return of Kra'an and really enjoyed it. Where can I get Princess Demelza? Whenever I look for Dragon BaneII I can only find The Return of Kra'an.
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www.palmgear.com
Search for demelza
-----Original Message-----
From: mishugirl8344 [mailto:suzanne.chiauzzi@...]
Sent: Wednesday, 29 October 2003 1:49
To: DragonBaneII@yahoogroups.com
Subject: [DragonBaneII] Where can I buy Princess Demelza?
I just finished Return of Kra'an and really enjoyed it. Where can I
get Princess Demelza? Whenever I look for Dragon BaneII I can only
find The Return of Kra'an.
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I just finished Return of Kra'an and really enjoyed it. Where can I
get Princess Demelza? Whenever I look for Dragon BaneII I can only
find The Return of Kra'an.
Yes Sorry in Demelza!
Thanks!
--- In DragonBaneII@yahoogroups.com, "Christopher Y Kim" <cysk@a...>
wrote:
> Which game are you referring to? There is no Plt key in Dragon Bane
2 - Return to Kra'an. There is a platinum key in the original Dragon
Bane (wrong forum), or perhaps in Princess Demelza (right forum) -
but specify Demelza in the subject line.
>
> If it is Princess Demelza, you are referring to, then Simon Jacobs
(the author) can answer for you, and he is pretty good at replying to
messages about Demelza here. I don't remember the answer, but I had
to start over, so I'm not that far in Demelza.
>
> Good luck,
> Chris Kim
> ----- Original Message -----
> From: Claus Blem
> To: DragonBaneII@yahoogroups.com
> Sent: Friday, October 24, 2003 18:18
> Subject: [DragonBaneII] PIt Key
>
>
> Anyone knowhow I can get this stupid key?
>
> Thanks!
>
>
>
> Yahoo! Groups Sponsor
>
>
>
> To unsubscribe from this group, send an email to:
> DragonBaneII-unsubscribe@yahoogroups.com
>
>
>
> Your use of Yahoo! Groups is subject to the Yahoo! Terms of
Service.
Which game are you referring to? There is no Plt key in Dragon Bane 2 - Return to Kra'an. There is a platinum key in the original Dragon Bane (wrong forum), or perhaps in Princess Demelza (right forum) - but specify Demelza in the subject line.
If it is Princess Demelza, you are referring to, then Simon Jacobs (the author) can answer for you, and he is pretty good at replying to messages about Demelza here. I don't remember the answer, but I had to start over, so I'm not that far in Demelza.
Anyone,
I have been all through the Lair of Pits and still can not find an
exit to the gray area (Outer Area) to find the three drop-thru-floor
points to get the clues for the Wizerd's Code to go past the gate.
What is it that I am not seeing or missing? I have been in this area
two months and feel like an idiot. Please help soon!!!!!
do you stand on or just in front of the pentagram? you must be immediatly in front of it before castin 'open portal'..
Ernesto
-----Ursprüngliche Nachricht----- Von: istaraa [mailto:istara@...] Gesendet: Sonntag, 19. Oktober 2003 18:51 An: DragonBaneII@yahoogroups.com Betreff: [DragonBaneII] Please help - stuck in Dragon Bane sewers
I got stuck in Dragon Bane sewers - I wasn't strong enough to get the Soli Key, but now can't get out again (having read a walkthrough) to visit the Strong Man. I am in the second level with no saves in the early part of the first level.
I can get back to the first level - Sewer 1 - but cannot get past the area in the west where the walls change as you walk around and there are teleport traps. The walls to the exit are closed, and remain closed.
If I go up the ladder in the second level (to the Soli Key) area there is a portal there. Every time I stand on it and cast "Open Portal" it says "you cannot open a portal here" but still drains spellpoints.
???
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Just for clarification, when you are casting Open Portal, are you standing on the portal square, or one square in front of it with the symbol just ahead of you?
Subject: [DragonBaneII] Please help - stuck in Dragon Bane sewers
I got stuck in Dragon Bane sewers - I wasn't strong enough to get the Soli Key, but now can't get out again (having read a walkthrough) to visit the Strong Man. I am in the second level with no saves in the early part of the first level.
I can get back to the first level - Sewer 1 - but cannot get past the area in the west where the walls change as you walk around and there are teleport traps. The walls to the exit are closed, and remain closed.
If I go up the ladder in the second level (to the Soli Key) area there is a portal there. Every time I stand on it and cast "Open Portal" it says "you cannot open a portal here" but still drains spellpoints.
???
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I got stuck in Dragon Bane sewers - I wasn't strong enough to get the Soli Key,
but
now can't get out again (having read a walkthrough) to visit the Strong Man. I
am in
the second level with no saves in the early part of the first level.
I can get back to the first level - Sewer 1 - but cannot get past the area in
the west
where the walls change as you walk around and there are teleport traps. The
walls to
the exit are closed, and remain closed.
If I go up the ladder in the second level (to the Soli Key) area there is a
portal there.
Every time I stand on it and cast "Open Portal" it says "you cannot open a
portal here"
but still drains spellpoints.
???
Hi Simon and DB2ACK designers [original post -- and URL -- at end of
message],
The easiest way to prevent a party from dropping off a character/
object they need at an INN is simply place MOVE BLOCK mapsquares at
all exits. If a global bit says they need PRINCESS DEMELZA, the MOVE
BLOCK mapsquare will only let them pass if the CHECK CHAR instruction
says they have PRINCESS DEMELZA in the party. Otherwise a sage pops
up and says "you cannot continue, you must return to the inn and
retreive Princess Demelza". If a global bit says they need the
finished DRAGONBANE sword, the MOVE BLOCK mapsquare will only let
them pass if the CHECK OBJECT instruction says they are carrying the
DRAGONBANE sword. Otherwise a sage pops up and says "you cannot
continue, you must return to the inn and retrieve the Dragonbane
sword".
However I can understand for story telling reasons why you would
choose to deny characters the INNs.
I have made the opposite decision (see previous discussions with Gabe
and Jason on this forum). Most strata (.MAP files) that I am
designing have INN 0 (T.M.U. Guest Lodge) allowing the user to have a
home base. To cut down on the number of revert to saved games, I
have also added a REVIVE ALL DEFEATED (same as RESURRECT ALL) to INN
0 so entering it brings the defeated (dead) characters back to combat
ready (alive). When the user enters INN 0 he sees the message "Some
visiting Necromancers are having a party. Any defeated characters
are revived and invited to dance."
Other designers will have to decide how access to the INNs will
effect their story.
Sincerely yours,
NEFTF
----Begin Original Message----
http://groups.yahoo.com/group/DragonBaneII/message/2313
Msg#2313
Re: Demelza - Quitting early
--- In DragonBaneII@yahoogroups.com, Simon Jacobs <simon_jacobs@a...>
wrote:
...
> 3. The Inns where closed at specific stages in the puzzle for a
reason
> and it was not to create an additional puzzle! Because I had
planned Demelza
> meticulously, as you would have found out had you got to the Easter
Egg
> Level, I closed the Inns very often dependant on who was in your
party at
> the time. In other words if some one important like Demelza needed
to stay
> with your party until a certain point in the adventure I would not
let you
> drop her off at an Inn. Or likewise, if you are carrying a part of
the
> Dragon Bane sword that needs to be delivered somewhere I would not
let you
> drop the item or drop any characters off at Inn that could be
carrying such
> an important item. You would have found had you played on, that
once the
> critical person or item was no longer with or in your party that
the Inns
> would be opened again! (For designers - this was controlled by
global
> states.)
>
> Unfortunately neither ROK or Demelza can stop you from dropping off
a
> character that is carrying an important key for example but I also
do where
> possible try & inhibit this by not letting you out of a dungeon or
map quite
> often when you are holding an important key or item critical to the
> continuing operation of the puzzle.
...
> Regards,
>
> Simon Jacobs
> Princess Demelza Author
----End Original Message----
Dear Bert [original post -- and URL -- at end of message],
I have never used INTERVENTION. I usually use WAND OF REST and my
SORCERER/ TROGLODYTE to heal the party and STONES to attack multiple
monsters.
During the day, all spells cost their normal spellpoints. At night,
spells have modified (-2, -1, +0, +1, +2) spellpoint costs based on
the phase of the moon.
In the "Advice Section" below I am reposting some URLs for combat
advice in Dragon Bane II: "Return of Kra'an" (MSRK). The first URL
to Msg#2067 has a ton of spoilers. What the message does is explain
all the advantages of the best "Munchkin MSRK party". I do not
ususally use a Munchkin party, since I like missile weapons.
The other URLs have fewer spoilers.
"Have fun storming the castle" - Princess Bride
Sincerely yours,
NEFTF
----Advice Section ----
RETURN OF KRA'AN ADVENTURE
Includes KRA'AN (the last boss monster) combat spoilers.
http://groups.yahoo.com/group/DragonBaneII/message/2067
Msg#2067
'Best' and Munchkin Parties or Re: Best party combo?
The Ultimate (but not as fun) parties for Dragon Bane
II: "Return of Kra'an"
TA'KALL
http://groups.yahoo.com/group/DragonBaneII/message/330
Msg#330
Re: Ta'Kall Sucks
Detailed advice about fighting TA'KALL by Larry Fluckiger (the
walk-through god and a beta tester)
http://groups.yahoo.com/group/DragonBaneII/message/341
Msg#341
Re: Ta'Kall Sucks
Detailed advice about fighting TA'KALL by Craig Davis (one of
the walk-through gods and a beta tester)
DRAGON PRINCE
http://groups.yahoo.com/group/DragonBaneII/message/1043
Msg#1043
Re: Dragon Price HELP!
NEFTF's blow by blow detail of fighting Dragon Prince.
Strategies can be used for all boss monster combats.
----Begin Original Message----
http://groups.yahoo.com/group/DragonBaneII/message/2329
Msg#2329 Re: Two questions on DB2 spells
--- In DragonBaneII@yahoogroups.com, Bert Latamore
<bertlatamore@y...> wrote:
>
> My team (Caleb, Tesser, Unger, Mordor,Poe) are all level 16 and are
about to attack Raamtha. I had a great time buying out the magic
store to equip them, by the way. I have a couple of specific
questions and one general one concerning spells and characters:
>
> First, what does Intervention do? Mordor can throw it, but since it
costs 40 spell points I have not tried it out.
>
> Second, I notice that the cost of spells (in spell points) varies
from time to tiem. Specifically the firsst level "Treat Player"
spell, which normally costs 3 spell points, at times costs only 1 and
at others costs 4. What causes these variations?
>
> Third, is there any written information that explains that
differences among different potential team members and what powers
they can develop as they gain strength? I have been trying to develop
an ideal team, and I think this time I went a little too heavy in the
fighter department. I wonder, for instance, if instead of using Unger
I should have had either a theif or a necomancer, particularly since
my wizard can always summon an elemental to fight for the team
(Sheolin is a devistating fighter.) But since I do not know what
these alternative team members may be capable of as they gain levels,
it is hard for me to decide.
>
> Thanks,
>
> Bert
----End Original Message----
=
Sorry to be dense. I guess I am asking for a spoiler then. I went to the NE Inn. The barkeep said go to the west gate and read the words on the wall. I have been to the graveyard, no writing on the walls I can find. I have tried to take the most direct path I can, he said they would be washed off if I didn't hurry. Is this one of those puzzles where I have to back up or walk sideways to avoid any extra movements?
Sorry to be dense. I guess I am asking for a spoiler then. I went to the
NE Inn. The barkeep said go to the west gate and read the words on the
wall. I have been to the graveyard, no writing on the walls I can find. I
have tried to take the most direct path I can, he said they would be washed
off if I didn't hurry. Is this one of those puzzles where I have to back up
or walk sideways to avoid any extra movements?
Froggie
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The trees in Demelza are deliberately designed to issue random fruits
however there is a formula as to how often this occurs and not all trees
randomly provide the same fruit! For example, in Darion Grove none of the
trees provide fruit that give strength or dexterity.
Regards,
Simon Jacobs
Princess Demelza Author
-----Original Message-----
From: rantinanting [mailto:alsragow@...]
Sent: Friday, 17 October 2003 5:42 AM
To: DragonBaneII@yahoogroups.com
Subject: [DragonBaneII] Fix for Easy Fruits
This is a bit of a spoiler in Demelza, so look below regarding a
problem, and a solution, to the fruits in Demelza . . .
As everyone seems to know by now, the fruits tend to unbalance the
game. If, when you arrive at a tree, you save the game and keeping
reloading until you are satisfied, you can get STR+ and DEX+ fruits
every time.
SOLUTION: If the random variable for what fruit the tree was carrying
is fixed according to other state variables, then reloading will just
keep getting you the same fruit. I am not a programmer, and I am not
sure how to do that, but I am sure that those who are writing the
software and the games would be interested.
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I think that were was some confusion as to "outer areas", the map (6,7) beyond the wall is blank, but that is the area I am trying to get to, can you help?
Regards,
Mike Quinn
Furest Ernesto <e.furest@...> wrote:
Hi
Check the walls to the south by going backwards ....
Regards
Ernesto
-----Ursprüngliche Nachricht----- Von: Michael P. Quinn [mailto:mikepq@...] Gesendet: Mittwoch, 15. October 2003 00:32 An: DragonBaneII@yahoogroups.com Betreff: [DragonBaneII] Cann't get to outer area in Demzela from Lair of Pits????
Simon or Someone,
Please answer this soon!!!! I am in the square room entered from the north, from the room that asks for the wizards' code. I believe that outer area is accessed from behind gateway, only I can not figure a way to get to it. How do I get to the outer area? There just does not seem to be a way!
Sorry to be such a pain in the neck but I am at my wits end!!!!
Best Regards, Mike Quinn
To unsubscribe from this group, send an email to: DragonBaneII-unsubscribe@yahoogroups.com
This is a bit of a spoiler in Demelza, so look below regarding a
problem, and a solution, to the fruits in Demelza . . .
As everyone seems to know by now, the fruits tend to unbalance the
game. If, when you arrive at a tree, you save the game and keeping
reloading until you are satisfied, you can get STR+ and DEX+ fruits
every time.
SOLUTION: If the random variable for what fruit the tree was carrying
is fixed according to other state variables, then reloading will just
keep getting you the same fruit. I am not a programmer, and I am not
sure how to do that, but I am sure that those who are writing the
software and the games would be interested.
Well I had Gyrko swinging the dragon bane and Caleb casting near foe, my archer just double crossbowing, and my necromancer casting life drains to the demons. At last but not least Poe was healing the whole bunch, or using wands of attractions. Sheolan was a great help until he was overcooked by Kra'an.
I agree with the thief at low level, even if he becomes also an good archer later on (having some cool spells as well).
Regards
Ernesto
-----Ursprüngliche Nachricht----- Von: Bert Latamore [mailto:bertlatamore@...] Gesendet: Mittwoch, 15. Oktober 2003 19:34 An: DragonBaneII@yahoogroups.com Betreff: Re: AW: [DragonBaneII] Two questions on DB2 spells
Ernesto,
Thank you for the information. That helps me with my strategy for the upcoming fights.
Tesser is my archer. Initially I didn't have one, but as he moves up in ranks Tesser becomes an excellent archer, particularly with a heavy cross bow. And that lets me have his particular skills underground an his special spells -- notable all the light spells of which he is a master. So I get two key sets of talents in one player. That is what I meant when I was asking about an ideal team.
For instance, should I have included a thief? I have tried that but found that at least at the lower levels the thief contributes little to the many battles you ahve to fight, and at least half the time failes at picking the locks on boxes and sets off the emplosions or whatever in any case. So I have Caleb, who gets the best armor available, open all the boxes and then I have Poe heal him of any residual damage. that has worked fairly well for me.
Another piece of advice I would love to have from someone who has completed DB II: I havae the choice of dressing Caleb in armor and amulets that add to his strength or that protect him from fire. Which is better when he faces Kra'an, since he will be weilding the Dragonbane sword for me? Will he need extra strength for the swoard, or will he face a lot of fire from the dragon?
Thanks,
Bert
Furest Ernesto <e.furest@...> wrote:
Hi Bert
I only tried Intervention once, but was a bit deceaved by the effect. I causes some damage to your foes and heals the party. I think the cost of spellpoints doesn't comply with the effect.
The longer the fight, then less spellpoints you gonna spend. Specially healing is really convenient during a tough fight.
Is quite difficult to determine the ultime party, it is all question of the strategy you use.
By the way, I see no archer in your party ...
Regards
Ernesto
-----Ursprüngliche Nachricht----- Von: Bert Latamore [mailto:bertlatamore@...] Gesendet: Mittwoch, 15. Oktober 2003 16:19 An: DragonBaneII@yahoogroups.com Betreff: Re: [DragonBaneII] Two questions on DB2 spells
My team (Caleb, Tesser, Unger, Mordor,Poe) are all level 16 and are about to attack Raamtha. I had a great time buying out the magic store to equip them, by the way. I have a couple of specific questions and one general one concerning spells and characters:
First, what does Intervention do? Mordor can throw it, but since it costs 40 spell points I have not tried it out.
Second, I notice that the cost of spells (in spell points) varies from time to tiem. Specifically the firsst level "Treat Player" spell, which normally costs 3 spell points, at times costs only 1 and at others costs 4. What causes these variations?
Third, is there any written information that explains that differences among different potential team members and what powers they can develop as they gain strength? I have been trying to develop an ideal team, and I think this time I went a little too heavy in the fighter department. I wonder, for instance, if instead of using Unger I should have had either a theif or a necomancer, particularly since my wizard can always summon an elemental to fight for the team (Sheolin is a devistating fighter.) But since I do not know what these alternative team members may be capable of as they gain levels, it is hard for me to decide.
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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Thanks for all the information. I am going to have to try out Intervention in the final battle of DB 2, which I am preparing my troops for now (I want to get them up another level -- to level 18 -- if possible, so I am on a "monster hunt" right now to build their points.) And I can see that in Damzela I will have to try out a party with three magic users to include a Necromancer. Once he gets to the point of being able to call the sprites who both attack the enemy and regenerate the party's spell or hit points, he could make a party very powerful. The question wil lbe surviving the early part of the adventure when the magic users are weak.
Bert
Christopher Y Kim <cysk@...> wrote:
1) The spell points differ based on time of day. I haven't played in a while, so I don't remember which time has the fewest and which has the most. This is useful if you want to wait for healing to use less spell points. Just note a spell and see how many points it requires for different times of day and night.
2) The only problem with Tesser (is he the Trog?) is that in one of the adventures, you may have to park him at an inn because he gives off light (if I remember right).
3) I used the thief so early on, he didn't have to take as many hits. Over time, he can use weapons that don't have special characteristics and bows, so I found him useful as a third fighter.
Summons the gods to intervene on behalf of your party: delivering a devastating 70-100 hitpoints of damage to all foe within 50', curing your party of all ailments, and restoring them to full health.
Cheers and have fun - great game!
Chris Kim
beta tester from way back
To unsubscribe from this group, send an email to: DragonBaneII-unsubscribe@yahoogroups.com
1) The spell points differ based on time of day. I haven't played in a while, so I don't remember which time has the fewest and which has the most. This is useful if you want to wait for healing to use less spell points. Just note a spell and see how many points it requires for different times of day and night.
2) The only problem with Tesser (is he the Trog?) is that in one of the adventures, you may have to park him at an inn because he gives off light (if I remember right).
3) I used the thief so early on, he didn't have to take as many hits. Over time, he can use weapons that don't have special characteristics and bows, so I found him useful as a third fighter.
Summons the gods to intervene on behalf of your party: delivering a devastating 70-100 hitpoints of damage to all foe within 50', curing your party of all ailments, and restoring them to full health.
Yes there is sort of... The old cemetery, but no one has been through it in
years...
Regards,
Simon Jacobs
Princess Demelza Author
-----Original Message-----
From: Froglips [mailto:froglips@...]
Sent: Wednesday, 15 October 2003 8:10 PM
To: DragonBaneII@yahoogroups.com
Subject: [DragonBaneII] Demelza
Darion Grove (sorry, just finished DB2 and was thinking of the main town for
it).
No west gate in Darion Grove.
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Date: Tue, 14 Oct 2003 04:42:51 -0500
From: "Froglips" <froglips@...>
Subject: Demelza
I see a north and south gate in New Trelon. No west gate.
______________________________________________________________________
________________________________________________________________________
Date: Wed, 15 Oct 2003 07:43:46 +1000
From: Simon Jacobs <simon_jacobs@...>
Subject: RE: Demelza
There is no New Treleon in Demelza?
Regards,
Simon Jacobs
Atlab IT
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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.
Thank you for the information. That helps me with my strategy for the upcoming fights.
Tesser is my archer. Initially I didn't have one, but as he moves up in ranks Tesser becomes an excellent archer, particularly with a heavy cross bow. And that lets me have his particular skills underground an his special spells -- notable all the light spells of which he is a master. So I get two key sets of talents in one player. That is what I meant when I was asking about an ideal team.
For instance, should I have included a thief? I have tried that but found that at least at the lower levels the thief contributes little to the many battles you ahve to fight, and at least half the time failes at picking the locks on boxes and sets off the emplosions or whatever in any case. So I have Caleb, who gets the best armor available, open all the boxes and then I have Poe heal him of any residual damage. that has worked fairly well for me.
Another piece of advice I would love to have from someone who has completed DB II: I havae the choice of dressing Caleb in armor and amulets that add to his strength or that protect him from fire. Which is better when he faces Kra'an, since he will be weilding the Dragonbane sword for me? Will he need extra strength for the swoard, or will he face a lot of fire from the dragon?
Thanks,
Bert
Furest Ernesto <e.furest@...> wrote:
Hi Bert
I only tried Intervention once, but was a bit deceaved by the effect. I causes some damage to your foes and heals the party. I think the cost of spellpoints doesn't comply with the effect.
The longer the fight, then less spellpoints you gonna spend. Specially healing is really convenient during a tough fight.
Is quite difficult to determine the ultime party, it is all question of the strategy you use.
By the way, I see no archer in your party ...
Regards
Ernesto
-----Ursprüngliche Nachricht----- Von: Bert Latamore [mailto:bertlatamore@...] Gesendet: Mittwoch, 15. Oktober 2003 16:19 An: DragonBaneII@yahoogroups.com Betreff: Re: [DragonBaneII] Two questions on DB2 spells
My team (Caleb, Tesser, Unger, Mordor,Poe) are all level 16 and are about to attack Raamtha. I had a great time buying out the magic store to equip them, by the way. I have a couple of specific questions and one general one concerning spells and characters:
First, what does Intervention do? Mordor can throw it, but since it costs 40 spell points I have not tried it out.
Second, I notice that the cost of spells (in spell points) varies from time to tiem. Specifically the firsst level "Treat Player" spell, which normally costs 3 spell points, at times costs only 1 and at others costs 4. What causes these variations?
Third, is there any written information that explains that differences among different potential team members and what powers they can develop as they gain strength? I have been trying to develop an ideal team, and I think this time I went a little too heavy in the fighter department. I wonder, for instance, if instead of using Unger I should have had either a theif or a necomancer, particularly since my wizard can always summon an elemental to fight for the team (Sheolin is a devistating fighter.) But since I do not know what these alternative team members may be capable of as they gain levels, it is hard for me to decide.
I only tried Intervention once, but was a bit deceaved by the effect. I causes some damage to your foes and heals the party. I think the cost of spellpoints doesn't comply with the effect.
The longer the fight, then less spellpoints you gonna spend. Specially healing is really convenient during a tough fight.
Is quite difficult to determine the ultime party, it is all question of the strategy you use.
By the way, I see no archer in your party ...
Regards
Ernesto
-----Ursprüngliche Nachricht----- Von: Bert Latamore [mailto:bertlatamore@...] Gesendet: Mittwoch, 15. Oktober 2003 16:19 An: DragonBaneII@yahoogroups.com Betreff: Re: [DragonBaneII] Two questions on DB2 spells
My team (Caleb, Tesser, Unger, Mordor,Poe) are all level 16 and are about to attack Raamtha. I had a great time buying out the magic store to equip them, by the way. I have a couple of specific questions and one general one concerning spells and characters:
First, what does Intervention do? Mordor can throw it, but since it costs 40 spell points I have not tried it out.
Second, I notice that the cost of spells (in spell points) varies from time to tiem. Specifically the firsst level "Treat Player" spell, which normally costs 3 spell points, at times costs only 1 and at others costs 4. What causes these variations?
Third, is there any written information that explains that differences among different potential team members and what powers they can develop as they gain strength? I have been trying to develop an ideal team, and I think this time I went a little too heavy in the fighter department. I wonder, for instance, if instead of using Unger I should have had either a theif or a necomancer, particularly since my wizard can always summon an elemental to fight for the team (Sheolin is a devistating fighter.) But since I do not know what these alternative team members may be capable of as they gain levels, it is hard for me to decide.
If you travel a little bit around the east you will stumble upon several active teleports which leads to an quite dangerous area (the Marsh) depending your trainee level. To the west there is a graveyard (necropolis) which you cannot enter at the moment. If you walk to the far nordwest corner of Darion grove you'll see another teleport which leads also to the Marsh.
Check the walls to the south by going backwards ....
Regards
Ernesto
-----Ursprüngliche Nachricht----- Von: Michael P. Quinn [mailto:mikepq@...] Gesendet: Mittwoch, 15. Oktober 2003 00:32 An: DragonBaneII@yahoogroups.com Betreff: [DragonBaneII] Cann't get to outer area in Demzela from Lair of Pits????
Simon or Someone,
Please answer this soon!!!! I am in the square room entered from the north, from the room that asks for the wizards' code. I believe that outer area is accessed from behind gateway, only I can not figure a way to get to it. How do I get to the outer area? There just does not seem to be a way!
Sorry to be such a pain in the neck but I am at my wits end!!!!
Best Regards, Mike Quinn
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My team (Caleb, Tesser, Unger, Mordor,Poe) are all level 16 and are about to attack Raamtha. I had a great time buying out the magic store to equip them, by the way. I have a couple of specific questions and one general one concerning spells and characters:
First, what does Intervention do? Mordor can throw it, but since it costs 40 spell points I have not tried it out.
Second, I notice that the cost of spells (in spell points) varies from time to tiem. Specifically the firsst level "Treat Player" spell, which normally costs 3 spell points, at times costs only 1 and at others costs 4. What causes these variations?
Third, is there any written information that explains that differences among different potential team members and what powers they can develop as they gain strength? I have been trying to develop an ideal team, and I think this time I went a little too heavy in the fighter department. I wonder, for instance, if instead of using Unger I should have had either a theif or a necomancer, particularly since my wizard can always summon an elemental to fight for the team (Sheolin is a devistating fighter.) But since I do not know what these alternative team members may be capable of as they gain levels, it is hard for me to decide.