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Author Topic: kingdoms: web-based RPG  (Read 132970 times)

Reelya

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Re: kingdoms: web-based RPG
« Reply #1020 on: December 31, 2014, 11:44:52 pm »

I just scouted all the level 1 dungeons. There's one east of Ashford, and one to the north. Might be good for a rookie to raid.

ArKFallen

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Re: kingdoms: web-based RPG
« Reply #1021 on: December 31, 2014, 11:52:00 pm »

There's one close southeast of Ashford. Once girlinhat has the city, raiding that one will be good for mid-level characters and to boost growth for the city.
I've already spent nigh 1000 turns mapping that dungeon out. I've already got the entire 1st floor (barring hidden rooms) and I've opened every chest I've come across. If you find...
<_<
>_>
an Artifact, I'm resting at Ashforde and am probably on a mission for it. Won't pay big money but I doubt you'll find the town looking for it. I'll purchase it from the Trade Hall for up to 1600g.
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Cheesecake

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Re: kingdoms: web-based RPG
« Reply #1022 on: December 31, 2014, 11:55:32 pm »

I actually completed the kill x monsters quest fairly easily. My first warrior is level 2 now, she and my other warrior are decked in longswords and chainmail, and I've made my way to another town called Gargoylesmead. The mayor there is called Magar of the Seven Evils...

Is it a good idea to have a party of mostly fighters and some archers? My cleric and mage aren't really doing much.
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Girlinhat

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Re: kingdoms: web-based RPG
« Reply #1023 on: January 01, 2015, 12:04:11 am »

Starting ~level 5, you'll really start enjoying your priests.  I'm considering running more priests just as a habit.  You get enormous heals per day, which nets you a lot of combat potential.  Even enemy groups that are like "you don't stand a chance" can be easy pickings with 100% autocast priest just keeping your guys topped up.  They also get Haste, which lets your units attack more than once a round.  When you've got powerful characters, extra attacks becomes super powerful.

Archers are pretty OP, because they attack twice, but warriors require no ammo and are much more durable.  They make a very good party, altogether.

Mages... they're nice.  They mainly give some decent debuffs, and at high level they can cast Magic Bomb thing that's useful for wrecking enemy cities.  They also make good mayors, as you can just raise their INT only, then raise mayoral skills, and install them as mayors, only taking them out to siege castles or such.

You can ALSO inscribe spells onto blank scrolls, around level 8 or 10 maybe, not sure.  You can have a priest put Haste on scrolls, or a wizard putting Detonate on scrolls, so you don't even have to take them out.  I'm planning on getting a stockpile of Haste scrolls, as they're REALLY useful in general.

Reelya

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Re: kingdoms: web-based RPG
« Reply #1024 on: January 01, 2015, 12:12:09 am »

You especially need priests for dungeon delving. It's different when you are just doing quests around towns and can pay for healers. A dungeon expedition requires you to bring healing along, I save my healing spells for the dungeons and use paid healing in towns.

EDIT: I'm coming around to thinking it's better to buy mayors than train them up: for around $20K you can buy a ready-made lvl 14-15 character. This keeps your core party intact and you don't have those squishy low-level guys you need to train up to replace them, which slows down your future XP/gold earting.
« Last Edit: January 01, 2015, 12:17:34 am by Reelya »
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Cheesecake

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Re: kingdoms: web-based RPG
« Reply #1025 on: January 01, 2015, 12:15:30 am »

I'm really starting to like this game! I'm glad I tried it out. When I'm a higher level, would anyone need any help in making the Bay12 kingdom? We'd, like, wreck everybody else.

Ninja'd: Yeah, my priest just levelled up and I put a bunch of points into his heal. I think I'll hang on to him.

EDIT: Does staying your characters at an inn heal them? Is there a fee? Do your characters heal over time anyways?
« Last Edit: January 01, 2015, 12:21:10 am by Cheesecake »
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Girlinhat

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Re: kingdoms: web-based RPG
« Reply #1026 on: January 01, 2015, 12:21:21 am »

I'm really starting to like this game! I'm glad I tried it out. When I'm a higher level, would anyone need any help in making the Bay12 kingdom? We'd, like, wreck everybody else.

Ninja'd: Yeah, my priest just levelled up and I put a bunch of points into his heal. I think I'll hang on to him.
I'm on my way towards a kingdom.  It's slow progress, but rest assured I'm taking the steps towards it.  If you want to help at all, you could come finish quests at Ashford, at 93,71 - there's several dungeons nearby and the quests to kill monsters will make the area around the city more secure, which will raise its prosperity more quickly.  As the town grows, better quests and equipment will become available.  You can also explore the cities just to the west of Ashford, as they'll also be subsumed into the dwarfscape eventually, so it won't hurt to get a good reputation with them.

Reelya

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Re: kingdoms: web-based RPG
« Reply #1027 on: January 01, 2015, 12:30:18 am »

Yeah, I'm planning to head east when my turns refill.

I'm starting to think I should have started with 3 priests + 2 warriors (rather than 1 priest, 1 warrior and 3 archers), then trained up 3 rookie archers later. This would have been a better long-term strategy. Archers level faster than other classes and don't die as often so adding them later is easier. Trying to train up a new priest is harder since they're squishy, and low level warriors end up taking a lot of hits.
« Last Edit: January 01, 2015, 12:35:56 am by Reelya »
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etgfrog

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Re: kingdoms: web-based RPG
« Reply #1028 on: January 01, 2015, 12:36:24 am »

so, damage enchantments on weapons is really interesting, I'm thinking level 6+ damage enchantments is better then indestructible. However if the character doesn't have a good amount of base attack then indestructible will be better.
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Girlinhat

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Re: kingdoms: web-based RPG
« Reply #1029 on: January 01, 2015, 12:38:19 am »

Yeah, if you can find 6+ elemental damage.  I've found way more indestructibles, and no 6's yet...  Mostly just 1's and maybe 2's.

etgfrog

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Re: kingdoms: web-based RPG
« Reply #1030 on: January 01, 2015, 12:49:53 am »

Poison is great for those bosses you find, its almost silly the amount of damage per turn it racks up, conventional enemies...poison is kind of useless, however its the highest one I have at level 5 on a war hammer. Ice I've found will freeze the enemy you hit and fire splashes damage to other enemies.
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Crowe~

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Re: kingdoms: web-based RPG
« Reply #1031 on: January 01, 2015, 12:55:49 am »

Hey all,
Saw this popping up regular during my B12 weekly lurk session, been giving it a blast the last few hours enjoying it also.

Cheesecake I thought the same as you,
I have a party of 3 warriors and 2 archers. I did a couple of restarts and the mage/priest seemed like dead weight during my sewer run so I skipped them out this time around. I was hoping to pick up a priest or 2 once I was ready to venture away from the towns into the wild, although no idea if they are easy to recruit, none in the 2 towns Im around at the minute... 

Ive had an easy time clearing out 2 sewers and the area between 2 towns with those guys so far but guess Im stuck around the roads/towns till I can get a priest.


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etgfrog

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Re: kingdoms: web-based RPG
« Reply #1032 on: January 01, 2015, 12:58:03 am »

So...A single character with construction 5 reduces the turn cost from 125 to 83. I picked up a dwarf to try to give it 24 construction eventually.
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Girlinhat

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Re: kingdoms: web-based RPG
« Reply #1033 on: January 01, 2015, 01:03:45 am »

Skills only go up to 10.  If you're building a utility force, I'd suggest warriors or priests with mostly con, some agi and str, and the smallest spattering of int.  You can then give them metallurgy, medicine, and construction.  High con should provide decent movement speed, agi/str means they're a good fight and can hold down a garrison for a while, and the int/div helps the metallurgy/medicine.  Construction is governed by nothing.  Warriors or priests are a good choice, for melee and possibly healing, where archers would take some extra points into fletching.  Done right, you could totally ignore towns and just subsist off the land, or specialize into construction in uncertain territory.

Crowe~

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Re: kingdoms: web-based RPG
« Reply #1034 on: January 01, 2015, 01:26:01 am »


Archers are pretty OP, because they attack twice, but warriors require no ammo and are much more durable.  They make a very good party, altogether.


Is that a special skill or come at a later level? (The firing twice)
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