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Help in DS I

Too all that play this game, thanks for all your help.

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Is the walk through on this site or is it on another. I need to read through it. I'm in another cave and headed for ( the town ? ) of Glacern. I do not think this is the way to the swamp. I think I was already in Glacern at some point.

Sharkull's picture

Yes, Glacern is the wrong way... and the walk-through I looked at is indeed on another site. I'm sure there's more than one, but this should help:
http://faqs.ign.com/articles/434/434759p1.html

That was the ticket. I got my compass in the right direction and now I'm in the Goblin Tree caves. Killed a bunch and knocked out those Flame throwers machines? The mechanical Spiders are not too bad. I'm glad I'm back on the road to finishing this game. Will there be some place to sell this stuff I pick up in Fort Kroth ?.

Sharkull's picture

Actually there is a place ("Bonepicker's Post") to sell the stuff off before you get to the Fort (and there are vendors in the Fort too).

Shark

Man!!, how long is this Dungeon? I have been up and down Elevators, past at least 7 doors. It never ends with the Sci-Fi aspect of this game. Laser shooting helicopters, WW I tanks, robots. Running low on life juice ( red ).
I'm starting to ration out Blood bottles to my other Characters.

Sharkull's picture

Heh. Smile It's just long enough. Wink

If you're having to use a lot of potions try changing tactics. I've played the complete game without using any... One big tip is to have a few characters using healing spells (and Nature Magic healing spells are more mana efficient).

I do have a Mage, and that is his job. Many times the bad guys go for him. But all he does is heal. The other Mage in my group throws Combat spells or uses his Bow. I alternate characters to do different things at different times.
I may have my Archer ( after she has built up her Bow skills ) to start throw spells or I put an Axe in her hand to build up close in fighting.

Sharkull's picture

nippaditty wrote:
I do have a Mage, and that is his job. Many times the bad guys go for him. But all he does is heal. The other Mage in my group throws Combat spells or uses his Bow. I alternate characters to do different things at different times.
I may have my Archer ( after she has built up her Bow skills ) to start throw spells or I put an Axe in her hand to build up close in fighting.

...a Jack-of-all-Trades is a master of none. Smile

And there's nothing wrong with having more than one healer (I often have seven!). There can only be one Healing Wind type spell active at once, but there is no limit on the number of people who can cast Healing Hands type spells at once...

However, since this is your first time through the game, play the way you want and ignore me. I don't want to spoil the experience for you. Smile

Thanks I appreciate that.

There are soooo!! many combat spells that Mages can't use because they hsve not built up the Experence Level. You have to make a choice of who will heal and who will contribute magic spells for combat. How could you have 7 people healing ?. Who is doing the fighting ?. :? :-? Puzzled

Sharkull's picture

nippaditty wrote:
How could you have 7 people healing ?. Who is doing the fighting ?. :? :-? Puzzled

One melee hero doing all the killing in the entire game (becoming very strong...), with all other party members on healing duty (wearing as much +Int and +mana gear as you can find). As you come across new recruitable characters you just swap the stronger characters in for the weakest in your party. This also works with one melee + 1-3 other ranged offensive characters (each a specialized archer or mage)... and for tougher battles just swap everyone but the melee character to healing duty. Oh, and having at least one character capable of casting Triple Strike (CM lvl22) makes the killing go much faster later in the game.

There are other things I could say, but again I don't want to ruin your first journey through Ehb. Smile

So basically you have one character doing all the killing while the others sit back and throw healing spells. What if the Bad guys go after your spell throws ( like do with my mule )?. Interesting concept.

I once had a full party of Dwarfs in "IceWind Dale" Dwarf

Sharkull's picture

nippaditty wrote:
So basically you have one character doing all the killing while the others sit back and throw healing spells. What if the Bad guys go after your spell throws ( like do with my mule )?.

Then the healers keep them alive while your attacker(s) take them out. Smile If your healers are really weak with poor armor then they may fall occasionally, but that's what resurrect spells are for.

If I recall the AI correctly from DS1, the mobs will attack first anyone who attacks them (and the party AI works much the same way) so a healer is less likely to be attacked than a combat mage who is dealing out damage. There's a bit of preference for the nearest opponent in there as well, so having a "tank" up front with heavy armor and a melee weapon makes them concentrate on that character as dangerous and near. If you're directly controlling that character you can make sure to whack as many as possible to get all the attention.

The range of the healing spells is more than the area of effect spells coverage, so your healer won't get hit by those if they stay back.

It's really a question of understanding the enemy's tactics, and picking the best one to counter it. If you know that they have a "return to base" strategy, it makes it easier to lead one away from the others, who will wander back home if they're not attacked. Some mobs will come for you solo if you hit them with a long-range arrow, but others will tell their friends and all come together. You need to find out and adjust.

You may also be able to find places where you can make ranged attacks on melee mobs who can't reach you, so you always want an archer or combat mage in the party to make use of those opportunities, but that can be a second-string skill most of the time.

I did that in Goblin cave. There was an elevator and all the baddies below. I put a bow in everyones hands and started firing at the enemy below. If your bows are not powerful enough ( 10 15 damage ) it takes awhile to knock down one. But it was good not to be attacked.

I found that as you pick things up you should look to see who can use it right then and there instead of waiting till your out of harms way and selling it to some merchant like the guy that sounds ( and looks ) like Boris Karloff.

In any case we got Merik staff. That one is powerful.
On my way to the Fort. Lots of wolves and Frog thing-ies.

Can you use a healing spell on the Mule ?.
I tried to resurrect but that didn't work. he never got the Tomb stone and came backt to life.

It should work on your mule just like any other party member. And if you can't resurrect him, he's not dead yet!

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nippaditty wrote:
Can you use a healing spell on the Mule ?.
I tried to resurrect but that didn't work. he never got the Tomb stone and came backt to life.

Sounds like it was just unconscious then (must have needed a nap ^^ ).

Maybe so ( Laughing out loud ). Maybe because one of the Mages was throwing a healing Wind spell it was working on him. I guess I'm on the road to the Fort. It has a few houses ( shacks ) and a small dungeon in the middle of the woods. It didn't look like it lead anywhere but I cleaned it out and then came back to the upper Ground and continued on my way.

Yup!, the resurrect and healing does work on the Mule. One thing I do not understand is I had one of my other characters try to resurrect but it said she did not have enough Mana. She had bottles of the stuff. She is a fighter/Archer. Not sure why she couldn't do it. She throws spells and is about the same in both natural and combat spells ( level ).

The other thing that is a little annoying is when a person dies all his stuff ends up all over the ground ( labeled ) and you cannot find the person dead and end up picking up stuff. Is there away around this.

I just had the Big battle with the giant Bad boy going into Kroth. That is where my mule got killed and my Mage.

Just before you get to that area with the big battle
there is a cave off to the side. Is that another way into the Fort ?.

This can be one of two things:

The character you are trying to resurrect is too high-level and the mana cost is beyond your range. This is likely for a non-specialist trying to rez a tank, as cost depends on the target character's hit points. A resurrect scroll always works (no mana requirement) so keep a spare or two around.

You need to drink a potion! If the character just cast a significantly mana-draining spell (e.g rezzing someone else!), there may not be enough left for the rez attempt.

Sharkull's picture

nippaditty wrote:
Just before you get to that area with the big battle
there is a cave off to the side. Is that another way into the Fort ?.

Nope... just treasure. Smile

Wow! there is more to this resurrecting then meets the eye. Lots of small details. Is this info in the player’s manual?

Once again thanks Mr.Ghastley.

(PS) Thanks Sharkull

Sharkull's picture

nippaditty wrote:
Wow! there is more to this resurrecting then meets the eye. Lots of small details. Is this info in the player’s manual?

Not that I know of... but with modding tools the game resources can be opened and looked at. The formulas to lots of game mechanics are there to review.

I have no Idea what modding is or modding tools. I am PC iliterate and never go into the software of a game or use cheats for games.

Sharkull's picture

nippaditty wrote:
I have no Idea what modding is or modding tools. I am PC iliterate and never go into the software of a game or use cheats for games.

I wasn't suggesting that you mod... I was just explaining how the information was likely obtained (i.e. not from a game manual) since you asked.

BTW, The Dungeon Siege games have tools developed and released by Gas Powered Games, and these can be used to do so much more than cheat. The game can be made harder, or even whole new adventures can be (and have been) created. SiegeTheDay is supported in large part because of the DS modding community. Smile

Sharkull wrote:
BTW, The Dungeon Siege games have tools developed and released by Gas Powered Games, and these can be used to do so much more than cheat. The game can be made harder, or even whole new adventures can be (and have been) created. SiegeTheDay is supported in large part because of the DS modding community. Smile

Hmmm!, that sounds like fun. I figure it would be like "Never Winter Night" and how you can create your own adventure.

Sharkull's picture

...I never used the NN editor so I don't know how easy it is, but the basic idea is probably the same. I can however attest to how fun it is to play through some of the excellent community maps! It's like getting a whole new game for free. Laughing out loud

After you've tried the regular game, you may want to check some of them out. Perhaps the most popular would be "Lands of Hyperborea" and "Legends of Utrae". Smile

Cool!!!, where would one find these modules?. Are they connected to this board?.
Are they on another site?.

Have you played the hardest setting in this game?.

FWIW most of the "cheat codes" are there so that someone who is developing a mod can easily set the attributes of a test character, or test the working of new piece of a map without killing the character setting off the trigger. That's why there are codes to reduce the capabilities of your character as well as improve them. There's a code to provide infinite wealth to use when testing a new shop (so you can buy everything), codes to make a character invincible (or the monsters invincible!) to use when you test a new weapon animation, or just want to run through a new piece of map without fighting. Some of the DS cheat codes don't make any sense as cheats - there's one to kill your character immediately, for example, which makes a lot of sense as a test tool for the dying animation.

You can often do even more in the test tools (e.g. DSMOD.exe) than you can achieve with cheat codes, but sometimes you just have to test what happens in the retail game.

There must have been similar cheat codes in the on-line games like WOW during development, but they would take those out before release. Because DS lets you build your own expansions, they stayed in for the modder to use, too.

Sharkull's picture

nippaditty wrote:
Cool!!!, where would one find these modules?. Are they connected to this board?.
Are they on another site?.

Have you played the hardest setting in this game?.


Yes I've played the hardest setting ( }:) ) and to find the mods (modifications) just Google their names to find a download site.

While some of the links probably don't work on the following site anymore, here's a listing of most of the really big projects that were released:
http://www.siegenetwork.com/q?dir=Downloads&req=list&id=22

I believe that Legends of Utrae can be found on Herena Forge, and LoH on FilePlanet.

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