Posted by Graatch(VIP) on December 17, 1999 at 20:09:12:
In Reply to: I agree with this, but posted by Cethern on December 17, 1999 at 03:00:48:
> I think it depends a lot on the race you chose. > Quicksand is just horrible. I'd like it if there couldn't Yeah, that's right, invokers dont have it hard enough and their spells are way too useful against you area-spellbaning or spell-dodging ragers. Now you need to get around quicksand, too. Sheesh. > Does it seem being summoned by same level is pretty much a given now?
> Dwarf is kind of bad as they trip and bash very
> easily, and aren't great tanks, even with all those hp.
> Cloud warriors would do the best I think, especially now
> that poultices are available. I think Arials suffer
> from magical attacks too much and have too low of a con
> (and hp) to make it. Maybe an arial scout warrior would do
> alright.
> be quicksand directly next to the giant, so you can at least
> flee and come back safely. I'd also like to be able to
> "look east" and see there is sand there, or at least have a
> chance at seeing it. This doesn't seem illogical or unfair to me.
> Long ago it seemed it never happened as a dwarf with spiked, now I'm
> sure people failed on Cethern sometimes, but I could seldom make the run
> from village to the road and certainly not village to mountains near the
> wastes without getting summoned. That, communes, and drowning attacks
> makes dwarf rager much less appealing than it was at one time. Svirf seems
> a better choice if you like neutral. Stronger, better dex, 4 versus 3 pracs,
> see invis, resist magic and poison (don't know if same degree as
> dwarf) and lore of course. 3 less con, but with extra practice and 2 extra
> dex, about an even trade.