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Author Topic: kingdoms: web-based RPG  (Read 132986 times)

Reelya

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Re: kingdoms: web-based RPG
« Reply #840 on: December 23, 2014, 05:43:49 am »

Looking to join in, so I'm going over the character creation and I'd like some advice on what the stats do etc before I create the party (to avoid ever needing to restart).

So far my thinking on starting classes is 2 warriors, 2 archers and 1 priest, and maybe train up a mage later.

As for races, I notice I can set negative values on each stats, so the "base stats" being different for each race seems to not have any game effect. by itself this looks like a broken game mechanic, since I can engineer all the races to have the same starting stats. So it'll come down to whether there are any different racial effects that I haven't noted, otherwise I'll just pick all dwarfs.

Also I'm wondering what stats can be safely dumped for which classes. Are there any important things to know about the 5 stats that aren't listed here:
http://crownofconquest.com/help/reference/party_creation

my main queries are:
- does Str affect encumberance / carrying capacity
- does Agi help warrior's defense (it doesn't mention it).
- is Int going to be any use ingame to non-mage characters, and/or do i just need one "smart" character for miscellaneous stuff
- any other unknown stat effects that are going to bite me on the ass later on if I 100% dump some stats to zero.

My plan so far is to make:
- 2 warriors with max str, agi, con, and dump int(0), div(1)
- 2 archers with max agi,con,div(for luck) and dump str(0), int(1)
- 1 priest with max con,div, balanced str/agi, and dump int(0)

So what are the pros and cons of dumping the stats I mentioned in favor of maxxing out the others?

Girlinhat

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Re: kingdoms: web-based RPG
« Reply #841 on: December 23, 2014, 06:05:07 am »

My understanding:
Higher con means you're more likely to gain more max HP when you level up.  It's also used to determine your carrying capacity.
Strength adds to your damage - I believe weapons roll damage from 0 to max, and higher str means you roll closer to max more often.
Agility does the same thing for ranged weapons, and adds to defense value slightly.
Intelligence is the power of mages, as well as several skills.
Divinity is the power of priests, and a few skills.

In general, you want to raise con relatively quickly, to something like 20 or 40, depending, then raise str (for warriors) to a similar level, then a bit in agility (for warriors).  If you have a lot of con vs str then you've got more stamina, you can survive more fights for longer.  With higher str than con, you can hit harder, but will generally have to fall back sooner, or bring some powerful priest support.

Archers are one of the most powerful classes, as they automatically attack twice per round, and can benefit from Berzerker Rage, which greatly increases damage and isn't related to any attribute.  A party of 3 archers, 1 warrior, and 1 priest isn't a bad idea.  I'd likely raise them 2-and-1 for str/agi/div and con.  That is, every level add 2 to their main attribute, and 1 to con.  Anyone dealing damage needs Berserk Rage for sure, it's a godsend.  Your warrior needs a shield, which means Shield Bash (I raise both rage and bash at the same rate).  Your priest should probably go double shield - yes it does stack defense value - and mainly raise Awareness (spots traps and whatnot in dungeons) and Recall.  I can always use all of my heal casts every day, so more casts isn't awful.  You may get better luck out of other skills, but Recall is simple enough.

Later you'll want to hire a mage, and raise their Tactics and then Leadership, while just raising their Int.  He'll be your mayor later.  A lot of enemy groups will flee, making it hard to gain gold and finish quests, and Tactics makes it more difficult for them to flee, and Leadership increases your tax rate.

You may also have luck running 5 priests, going 1-1-1 on str-div-con.  Whenever any of them starts getting hurt, any of the others can cast heal.  Just sword and board them and go heal tanking through dungeons.

Sartain

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Re: kingdoms: web-based RPG
« Reply #842 on: December 24, 2014, 04:50:55 am »

If anyone's in the neighborhood there's a dungeon at [67,13], near Scrubnymph
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Reelya

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Re: kingdoms: web-based RPG
« Reply #843 on: December 24, 2014, 05:13:23 pm »

Cool, btw I took what looks like a dungeon quest, how am I suppose to know where the dungeon is exactly? It just says "north" of the town but i'm heading north and not seeing anything yet. How far is it likely to be from the town i got the quest?

Mapleguy555

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Re: kingdoms: web-based RPG
« Reply #844 on: December 24, 2014, 05:34:47 pm »

Check your quest log, dungeon quests should give you specific coords...
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Reelya

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Re: kingdoms: web-based RPG
« Reply #845 on: December 24, 2014, 05:53:30 pm »

All I see is this:

Quote
Town Quests

Destroy the Orb of Egoguag
Offered by: Altar Forest (31, 82)
Reward: 285 gold
Days left: 6
Find and destroy the Orb of Egoguag, located to the North of Altar Forest.

I already tried to find details, and asking here is a last resort, is this a non-dungeon quest or somesuch?

Mapleguy555

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Re: kingdoms: web-based RPG
« Reply #846 on: December 24, 2014, 06:06:08 pm »

Yes, it is not a dungeon. There will be a wilderness encampment of some sort, with monsters on it. When you get to it the corner menu will tell you can smash the orb.
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Reelya

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Re: kingdoms: web-based RPG
« Reply #847 on: December 24, 2014, 06:32:22 pm »

Yeah thanks, that was helpful, I backtracked a bit and luckily found the spot quickly by pure chance as there definitely wasn't any marker or anything on the map.

Right now my guys are working on getting 5th level (I noticed the priest levels a lot slower, can this be sped up?) and I'm working on getting everyone into full plate armor.
« Last Edit: December 24, 2014, 06:34:30 pm by Reelya »
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Sartain

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Re: kingdoms: web-based RPG
« Reply #848 on: December 24, 2014, 07:39:53 pm »

Just picked up my first two indestructibles, a Short Sword that also gives +2 turns per day and a War Hammer. Guess the Scions of Mountainhome celebrated Christmas this year!
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Girlinhat

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Re: kingdoms: web-based RPG
« Reply #849 on: December 24, 2014, 08:02:38 pm »

Just picked up my first two indestructibles, a Short Sword that also gives +2 turns per day and a War Hammer. Guess the Scions of Mountainhome celebrated Christmas this year!
I've got a warhammer too, it's great.  Though I got an indestructible halberd that's my current focus, because it hits like a MAC truck.  The town I'm camping at also has a god-like blacksmith.  My Damage on halberd is up to 35 (12 + 23) and costs 51,200 gold to upgrade further - but the Blacksmith is still hitting +5 per attempt.

97,66 location, come spend all your money.

Xardalas

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Re: kingdoms: web-based RPG
« Reply #850 on: December 24, 2014, 11:30:13 pm »

Gah, wish I could play this but not being able to equip items is a drag. Damn I miss having a pc.
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Sartain

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Re: kingdoms: web-based RPG
« Reply #851 on: December 25, 2014, 06:41:17 am »

Well I spent all my cash on those indestructibles, a magic ring and a new recruit so upgrading them is a ways off but I considering it an investment in the future :)
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Girlinhat

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Re: kingdoms: web-based RPG
« Reply #852 on: December 25, 2014, 06:43:52 am »

Well I spent all my cash on those indestructibles, a magic ring and a new recruit so upgrading them is a ways off but I considering it an investment in the future :)
You're right about that.  Indestructibles are really the crux of mid-late game.  I found a few longbows, pretty good haul, gonna have to train some incredible archers worth using them.  I also got a short sword I might be convinced to trade with someone.

etgfrog

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Re: kingdoms: web-based RPG
« Reply #853 on: December 25, 2014, 09:09:58 am »

I'm curious, I've seen ALOT of graves in my travel, if you set up a garrison, do the units there stay dead?
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Girlinhat

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Re: kingdoms: web-based RPG
« Reply #854 on: December 25, 2014, 09:20:47 am »

I'm curious, I've seen ALOT of graves in my travel, if you set up a garrison, do the units there stay dead?
I'm unsure, but I'd also be willing to bet that graves just don't decay very quickly.
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