KeighnMcDeath
RPG Codex Boomer
- Joined
- Nov 23, 2016
- Messages
- 16,005
Oh fuck! I just realized I was thinking of Warriors of the Eternal Sun and a few Jap RPGS. I dunno how the hell that clouded my mind. I've been away from gaming too long.
Away from gaming...Oh fuck! I just realized I was thinking of Warriors of the Eternal Sun and a few Jap RPGS. I dunno how the hell that clouded my mind. I've been away from gaming too long.
Ranger/Cleric is a trap, I've found, as the Ranger component will level slower than a Knight of the Rose. It is always better to go Fighter/Cleric, despite the level limit.If you are planning to use the same party thru all 3 Krynn games, make sure your party mix has 3 Mages… It makes it so much more tolerable. At least 2 Clerics as well. I see Cael’s point of no clerical or 1 clerical in DKK but i always found that 2 clerics makes for a quicker gaming experience. But also prolongs the later level mage spells.
My personal fave for a party going through all 3 games is…..
- Human Knight
- Qual Ranged/Cleric (Majere)
- Hill Dwarf Fighter/Cleric (Reorx)
- Qual Fighter/Red Mage
- Human White Mage
- Qual Fighter/Red Mage/Thief
But most ‘sensible’ party combos will work…
Agreed on both points…..thats why i said ‘fave’, not optimal. I prefer more classes/races options. Which is the best part of playing through the Krynn series…..Ranger is a tad bit slower leveling but does get the damage bonus vs giant-types and extra detect magics once casting levels are reached, to somewhat balance out vs. Fighter. Adds flavor to the game using a Jack Spriggins character, eh?Ranger/Cleric is a trap, I've found, as the Ranger component will level slower than a Knight of the Rose. It is always better to go Fighter/Cleric, despite the level limit.If you are planning to use the same party thru all 3 Krynn games, make sure your party mix has 3 Mages… It makes it so much more tolerable. At least 2 Clerics as well. I see Cael’s point of no clerical or 1 clerical in DKK but i always found that 2 clerics makes for a quicker gaming experience. But also prolongs the later level mage spells.
My personal fave for a party going through all 3 games is…..
- Human Knight
- Qual Ranged/Cleric (Majere)
- Hill Dwarf Fighter/Cleric (Reorx)
- Qual Fighter/Red Mage
- Human White Mage
- Qual Fighter/Red Mage/Thief
But most ‘sensible’ party combos will work…
My first DQK party had a Ranger/Cleric of Kiri-Jolith. I got sick of waiting for him to get stuff that every other character already had and was wondering why he was leveling SLOWER than the Knight of the Rose. Then I looked at the XP tables and facepalmed, and deleted him.Agreed on both points…..thats why i said ‘fave’, not optimal. I prefer more classes/races options. Which is the best part of playing through the Krynn series…..Ranger is a tad bit slower leveling but does get the damage bonus vs giant-types and extra detect magics once casting levels are reached, to somewhat balance out vs. Fighter. Adds flavor to the game using a Jack Spriggins character, eh?Ranger/Cleric is a trap, I've found, as the Ranger component will level slower than a Knight of the Rose. It is always better to go Fighter/Cleric, despite the level limit.If you are planning to use the same party thru all 3 Krynn games, make sure your party mix has 3 Mages… It makes it so much more tolerable. At least 2 Clerics as well. I see Cael’s point of no clerical or 1 clerical in DKK but i always found that 2 clerics makes for a quicker gaming experience. But also prolongs the later level mage spells.
My personal fave for a party going through all 3 games is…..
- Human Knight
- Qual Ranged/Cleric (Majere)
- Hill Dwarf Fighter/Cleric (Reorx)
- Qual Fighter/Red Mage
- Human White Mage
- Qual Fighter/Red Mage/Thief
But most ‘sensible’ party combos will work…
Generally, say No to triple class.Made my party earlier for COK
human knight
kender cleric/thief
qual elf fighter/mage/cleric
silv elf ranger/cleric
qual elf fighter/mage/thief
qual elf fighter/mage
I was considering a dwarf fighter/cleric, who I may still swap in for the ranger/cleric.
I haven't actually started the game yet. Would prefer my party to be more distinct from my parties in the other 2 games. Being mindful of level limits where applicable.
Stay with Sword. They get the same spells as Rose, but a massive XP discount. Don't go Rose until you can convert directly to 18th level Rose (about 4mill XP?? I can't remember). Otherwise, you'd lose levels for no reason. You do need to become Rose to get past level 18.Also, don't forget that Knights (of the Rose) can cast Cleric spells, and they get surprisingly many spells eventually.
I remember one brutal fight against a bunch of Minotaurs when one Heal spell from the Knight turned the battle.
Generally, say No to triple class.Made my party earlier for COK
human knight
kender cleric/thief
qual elf fighter/mage/cleric
silv elf ranger/cleric
qual elf fighter/mage/thief
qual elf fighter/mage
I was considering a dwarf fighter/cleric, who I may still swap in for the ranger/cleric.
I haven't actually started the game yet. Would prefer my party to be more distinct from my parties in the other 2 games. Being mindful of level limits where applicable.
You don't want a triple class f/m/c. It is a detriment in the later games. Lack of levels and triple XP means you will be behind the knight in levels, and anything with spell resistance or slinging save or dies or DBF will get you hard. The cleric side is handled by the r/c, and later on the knight. 2 clerics is all that you need, I'd found, and only as backup in case one goes down for whatever reason.
If you want a kender c/t, you don't need the f/m/t either. Choose one or the other of you want a thief. Both are equally bad, with the f/m/t being a triple class (see above) on top of that.
I suppose paladin has its uses. I just never thought it was functionally as good a knight while occupying the same RP niche. 2 knights with one being the squire of the other, though...Generally, say No to triple class.Made my party earlier for COK
human knight
kender cleric/thief
qual elf fighter/mage/cleric
silv elf ranger/cleric
qual elf fighter/mage/thief
qual elf fighter/mage
I was considering a dwarf fighter/cleric, who I may still swap in for the ranger/cleric.
I haven't actually started the game yet. Would prefer my party to be more distinct from my parties in the other 2 games. Being mindful of level limits where applicable.
You don't want a triple class f/m/c. It is a detriment in the later games. Lack of levels and triple XP means you will be behind the knight in levels, and anything with spell resistance or slinging save or dies or DBF will get you hard. The cleric side is handled by the r/c, and later on the knight. 2 clerics is all that you need, I'd found, and only as backup in case one goes down for whatever reason.
If you want a kender c/t, you don't need the f/m/t either. Choose one or the other of you want a thief. Both are equally bad, with the f/m/t being a triple class (see above) on top of that.
Maybe I'll drop the F/M/T after game 1 for a human paladin.
Stay with Sword. They get the same spells as Rose, but a massive XP discount. Don't go Rose until you can convert directly to 18th level Rose (about 4mill XP?? I can't remember). Otherwise, you'd lose levels for no reason. You do need to become Rose to get past level 18.Also, don't forget that Knights (of the Rose) can cast Cleric spells, and they get surprisingly many spells eventually.
I remember one brutal fight against a bunch of Minotaurs when one Heal spell from the Knight turned the battle.
According to Krynn lore, knights come from Solamnia and only Solamnia. Anywhere else gets paladins.Personally I don't like the idea of Paladins in the Krynn games. There's already Knights who are Lawful Good Fighter/Clerics, and I can't recall ever a Paladin being mentioned in the books. There's Paladine, but he was a god.
Been too very long since playing krynn games. Can someone tell the most important differences between red and white mages, some spells one gets and the other doesn't? I'm guessing it's good to have at least one of each.
Been too very long since playing krynn games. Can someone tell the most important differences between red and white mages, some spells one gets and the other doesn't? I'm guessing it's good to have at least one of each.
IIRC the Red one is better for self buffing.
Aside from the temporary effect of moon phases on mages, there are some differences in spell availability:Been too very long since playing krynn games. Can someone tell the most important differences between red and white mages, some spells one gets and the other doesn't? I'm guessing it's good to have at least one of each.
Cone of Cold works wonders, but it isn't instant cast, so it is a gamble. But if it is all you have...Though the manual says otherwise, I do believe that Power Word : Kill is only available to White Mages. It's a spell you'll be glad to have whenever you face Dark Wizards in DQK.