Dungeons & Dragons: Tactics Walkthrough :
This walkthrough for Dungeons & Dragons: Tactics [PSP] has been posted at 24 Sep 2010 by MissAtrosity and is called "Walkthrough". If walkthrough is usable don't forgot thumbs up MissAtrosity and share this with your freinds. And most important we have 2 other walkthroughs for Dungeons & Dragons: Tactics, read them all!
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Background Info B1. Version History B2. About the Author B2.1. Copyrights and Thanks B3. About the Game B3.1. Glossary B3.2. Controls B4. Character Basics B4.1. Races B4.1.1. Dwarf B4.1.2. Elf B4.1.3. Gnome B4.1.4. Halfling B4.1.5. Half-Elf B4.1.6. Half-Orc B4.1.7. Human B4.2. Abilty Scores B4.3. Classes B4.3.1. Barbarian B4.3.2. Bard B4.3.3. Cleric B4.3.4. Druid B4.3.5. Fighter B4.3.6. Monk B4.3.7. Paladin B4.3.8. Psion B4.3.9. Psychic Warrior B4.3.10. Ranger B4.3.11. Rogue B4.3.12. Sorcerer B4.3.13. Wizard B4.4. Skills and Feats B4.4.1. Skills B4.4.2. Feats B4.4.2.1. General Feats B4.4.2.2. Psychic Feats B4.4.2.3. Magic Feats B4.5. Spells and Powers B4.5.1. Spell Lists B4.5.1.1. Bard B4.5.1.2. Cleric B4.5.1.3. Druid B4.5.1.4. Paladin B4.5.1.5. Ranger B4.5.1.6. Sorcerer/Wizard B4.5.2. Power List B4.5.2.1. Psion B4.5.2.2. Psychic Warrior B5. Character Generation B6. My Characters B6.1. My First Party B6.1. Apex B6.2. Grosh B6.3. Anna B6.4. Tia B6.5. Wen B6.6. Floisa B7. Game Basics Mission Walkthroughs M1. Act 1 Story Missions M1.1. Mission One - The Thieves M1.2. Mission Two - The Crypt M1.3. Mission Three - The Banner M1.4. Mission Four - The Elfwoods M1.5. Mission Five - The Barrows M1.6. Mission Six - The Hollow M1.7. Mission Seven - The Druid M1.8. Mission Eight - The Tower M1.9. Mission Nine - The Witch M2. Act 1 Optional Missions M2.1. Optional Mission One - The Stand M2.2. Optional Mission Two - The Hunt Shops and Item Information S1. Shops S1.1. Arion Adventurer's Guild S1.2. Jorhelling Temple S1.3. Estmanndal Merchant S1.4. Saxa Court S1.5. Issa Vale Forest Moot S1.6. Elerin Wizard School S1.7. The Eastings Mercenary Guild S1.8. Apple Inn Thieves' Guild S2. Items S2.1. Weapons S2.1.1. Melee S2.1.2. Magic Melee S2.1.3. Ranged S2.1.4. Magic Ranged S2.1.5. Ammunition S2.1.6. Magic Ammunition S2.2. Armor S2.2.1. Armor S2.2.2. Magic Armor S2.2.3. Shields S2.2.4. Magic Shields S2.3. Magic Jewelry S2.3.1. Amulets S2.3.2. Rings S2.4. Wonderous Magic Items A. Appendix A1. FAQS and Forum Questions A2. "Cheats" _ _ _ _ _ _ _ _ _ _ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ ( B | a | c | k | g | r | o | u | n | d ) \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ _ _ _ _ _ _ _ _ _ _ _ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ ( I | n | f | o | r | m | a | t | i | o | n ) \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ B1. Version History ====================== 1.60 - 09th April 2008 Added Ranger Spell list. Added Missions Eight and Nine. Missing creature stats for them though. Also added some material I have found in the various Tactics forums. Credit to those guys especially about the occansional lag problem. I have also added a Cheats Section, though the game is easy enough without them, there are here for completeness. Also added BAB and Saving Throw tables. Added info about the Kill XP variance. Also added XP table for levels. Updated Druid and Bard Spell Lists. I haven't picked up the game for a while (evidenced by the lack of updates), but I hope to add the optional missions; The Hunt and The Stand, possibly the Tenth Mission, which will finish off ACT 1! 1.30 - 16th January 2008 More Updates! This one will get uploaded to Gamefaqs. Two Missions have been updated, there has been a few format changes, and I have added two new missions, The Hollow and The Druid. Maybe one more update before months end. 1.20 - 11th January 2008 Amazingly, I found some spare time today, so I polished of the items and their descriptions from the first seven shops! I won't upload this to Gamefaqs yet though. I will update the last two missions already in this guide to the same standard as the first ones. I may then add a new mission. 1.12 - 10th January 2008 Happy New Year! No more missions added, although I have made a start to the shops and items section before it builds up. I have finished the base information on all melee weapons found in the first six shops. The first six shops have complete listings of the items available. I will not add individual descriptions for scrolls and potions, as each shop they differ slightly in effect and cost. Only weapons, armor and the special items get full descriptions. I have also corrected some grammer and info in the abilities section. Next update hopefully soon. 1.10 - 29th December 2007 No more missions, as my memory stick somehow wiped itself, and like a idiot I didn't have a backup on my PC. Anyway, in this update I added a few sites that are allowed to host this FAQ, added a few reader comments and made some spelling corrections. Maybe more missions in the next week or two. 1.00 - 20th December 2007 Finished the first 5 missions. I am now focusing on the seperate spells guide more. I may get some more missions added before the New Year. Submitted the guide to Gamefaqs. 0.50 - 18th December 2007 Finished Background Information. Started on the Mission Walkthroughs Section. Also, considering the length of this Guide (3000+ lines), I have decided to create a seperate guide for Spells and Powers. 0.25 - 11th December 2007 Started Background Information Section. B2. About Me =============== My name is Rob McDermott, and this is my first walkthrough/Game Guide. No-one has submitted anything yet, so I thought I would give it a go. I am a pen and paper Dungeons and Dragons player primarily, so there may be some references to that in this guide, although I will try to keep them to a minimum. Any constructive critisms are accepted, as well as any tips of your own that you have. Send them to me at MrMc@shaolin.com.au. Any e-mails with poor grammar or that are hard to understand I will likely not read, or send back to you with a request to re-word or make readable. This way information that is in this Guide will be clear. Also, if any of you have any stats on the monsters that I can add, such as HP, AC number of attacks, I would appreciate it. If you want to send me details on shop lists, please send them to me complete for each shop, so I can keep things organised at my end. B2.1. Copyright and Thanks -------------------------- The work in this guide is Copyright Rob McDermott 2007. All of the D and D content is Open License. For a copy of the Open License, go to www.wizards.com/dnd The latest version of this FAQ can be found at www.gamefaqs.com The only other sites that are allowed to host this FAQ are: www.cheatcc.com www.neoseeker.com www.supercheats.com If you wish to host this FAQ, e-mail me and I will, in all likelyhood agree, and I will add you to this list. If you see this FAQ on a site that is not on this list, please send me the details. I will try to update this FAQ twice a month until it is finished, so sites may have the old FAQ before the new one is out. Note: The rapidness of the updates may be slower, as I have had to redo several things on my PSP. As such, I will complete all the shop info for all the areas unlocked after the first three missions, before moving on to completing the guide. Each update after the first six shops and item stuff is complete will feature a single mission, plus all the shops and items opened up after completing it. Hopefully this will lead to a more complete looking guide for each mission. :) Also thanks to the following people for their contributions: Darren K. - Class and Race opinions Jason Collins - Grammar corrections and ability score correction cbbankz - Gamefaqs forum member for his "Game Freezing" work around seregaur - Gamefaqs forum member for his level cheat All contributions to the guide have been helpful in some way. B3. About the Game ====================== Dungeons and Dragons was created in the late seventies by Gary Gygax, based upon "sand-table" style games used in the military to teach soldiers the basics of strategy. Gygax took this and married the concept to the beings that Tolkien had created in Lord of The Rings. Gygax was part of the process until the mid-eighties, when he left due to artisic differences. Over the years, the Core Rules of Dungeons and Dragons has been revewed and updated, until in 2004, the 3.5 Edition Rules were released. These rules are the ones that the PSP Game, Dungeons and Dragons Tactics uses, are are explained in part later in the Guide. The story of Tactics, is that you (the Player) are trying to prevent the destruction of the local cities, predicted by a witch. More of the story is discovered as the game progresses. B3.1. Glossary =============== During the course of this guide, I will use several terms to describe various objects/concepts in the game. Most of these are below, with what their meaning is (if any) next to them. 1. Character Class Abbreviations Brb - Barbarian Brd - Bard Clr - Cleric Dru - Druid Ftr - Fighter Mnk - Monk Pal - Paladin Psi - Psion Psw - Psychic Warrior Rgr - Ranger Rog - Rogue Sor - Sorceror Wiz - Wizard 2. Attribute/Skill Abbreviations Str - Strength Dex - Dexterity Con - Constitution Int - Intelligence Wis - Wisdom Cha - Charisma HD - Hit Dice (The die used to generate hit points) HP - Hit Points (Physical damage your character can take) AC - Armor Class (How difficult you are to hit) Init - Initative (Added to a D20 roll, to determine when you act) BAB - Base Attack Bonus (Ability to hit a target) Fort - Fortitude Save (a roll made to resist posions) Ref - Reflex Save (a roll made to avoid traps and spells) Will - Will Save (a roll made to resist the effects of spells) PP - Power Points.(Used by Psychic characters to manifest Powers) SR - Spell Resistance (AC against spells) PR - Power Resistance (AC against powers) XP - Experience Points DC - Difficulty Class. The difficulty rating of a task. Opening locks has a DC of 20+ B3.2. Controls =============== Menu Controls D-Pad Up/Down - Scroll through menus D-Pad Left - Collapse menus D-Pad Right - Expand Menus X Button - Confirm Selection O Button - Cancel Selection Triangle Button - Help/Information Adventure Controls D-Pad - Moves Cursor around Map. With a character selected, it shows the movement path of the character Analogue Stick - Controls the camera Start Button - Pause Game Select Button - Camera Zoom Controls X Button - Confirm/Select object O Button - Cancel Triangele - Help/Information L/R Buttons - Scroll between characters B4. Character Basics ======================= The first step in playing the game is to create a party of 6 characters to take through the story. I will list the features of each race, class, skill, feat, spell and power here. I will then go through the process of Character Generation in BVII. B4.1. Races =========== There are seven playable races in Tactics. The choices here will affect your character overall. B4.1.1. Dwarf ------------- Game Statistics: Stat Adjustmment: +2 Con, -2 Cha Medium Size Base speed: 20ft (4 Squares) Darkvision 60ft (15 Squares) Stonecunning: +2 on Search checks to notice unusual stonework Familiar with Dwarven Waraxe and Dwarven Ugrosh +2 on saves vs. spells and spell abilities +1 to attack goblinoids and orcs +4 dodge AC bonus vs. Giants +4 to resist Bull Rushes Favoured Class: Fighter Dwarves are a short, stocky race, known for their skill at mining and metal craft, which they hone in their mountain homes. They have a bonus to their Con, which grants +1 hp per level. They have a slower speed than other Medium size creatures, however, they always move at 20ft, regardless of what armor or load they are carrying. Having darkvision, they are able to use both a shield and weapon without worrying about penalties for fighting in the dark, whereas other races need to carry a torch or have the light spell cast on them. The additional attack bonus against orcs and goblinoids is great at the early levels, but it's usefullness tapers off when your BAB rises above 6. At the time of writing this Guide, I have yet to encounter a Giant, so I am not sure on the usefulness of that dodge bonus. The +2 to saves vs. spells is very useful, as the majority of saves that you need to make in this game are from spells being directed at you. None of the monsters seem to realise that the Bull Rush option is there for use, which limits the effectiveness of this bonus. B4.1.2. Elf ------------ Game Statistics: Stat Adjustments: +2 Dex, -2 Con Medium Size Base Speed: 30ft (6 Sqaures) Low Light vision: Doubles the distance that can be seen in low-light conditions (such as torchlight) Immunity to Sleep spells +2 to saves vs. Enchantment spells Proficient with: Longsword, Rapier, Longbow, Shortbow +2 to Listen, Search, Spot Favoured Class: Wizard Elves are commonly found residing in tree-top citadels, practising arts, such as poetry. The dex bonus is offset somewhat by the penalty to con. Essentially, you are gaining +1 Armour and losing 1 Hp per level. The immunity to sleep is rarely useful, as the few spellcasters in the game seem to resort to damage-dealing spells as opposed to enchantments. The bonus to Spot, Listen and Search is overlooked, as it does provide a chance that you can act first in surprise rounds. Definately play this race as a wizard, as the stat bonus provides a few spare points that you can dump into Int. Some advice from Darren K. ************************** Elves: Elven wizards are tempting, but a wizard can not afford a penalty to Con. With d4 hit dice, you *must* have at least +1 hp/level from con to survive. With an 8 con, you're getting 1-3 hp per level. At level 10, that's a *max* of 30 hp. One AoE spell, and you're down. See Gnome. My Reply: I think this is more geared towards Pen and Paper, if you are careful with the location of the wizard in the party, he rarely gets hit. If you give him any of the Summon Monster spells, all the enemies seem to gather their focus on it. But like I said, it's your party, :). B4.1.3. Gnome -------------- Game Statistics: Stat Adjustments: +2 Con, -2 Str Small Size Base Speed: 20ft (4 Squares) Low Light Vision: Doubles the distance that can be seen in low-light conditions (such as torchlight) Familiar with Gnome Hooked Hammer +1 to Attack vs. Kobolds and Goblinoids +4 dodge bonus to Armor vs. Giants +2 to Listen Favoured Class: Bard Gnomes are almost as inquisutive as humans, and have a knack for invention and alchemy. As small creatures, they have a double whamy of penalties to them from their str penalty, as small creatures can only carry 3/4 that of medium creatures. The con bonus is useful, though few of the Gnomes other abilities are. See the dwarf entry for opinions on Familiarity etc. Advice from Darren K. ********************* Gnomes: Gnomes are the ultimate caster race. Casters couldn't care less about strength. +2 con means you can get a 14 or 16 con for cheap, which turns 1d4 hp in to 1d4+3 (2.5 average vs 5.5 average). Plus, gnomes are small, so they get +1 to hit and +1 to ac, which offsets the poor bab and no armor restrictions a bit. They can't carry much with a 6 str and 3/4 carrying, but all they need are a torch or a wand, so who cares? My Reply: Again, this is another power/personal choice. Due to the way I use my sorcerer, a higher strength is what I needed. Again, your party your choice. B4.1.4. Halfling ----------------- Game Statistics: Stat Adjustments: +2 Dex, -2 Str Small Size Base Speed: 20ft (4 Squares) +2 to Move Silently and Listen +1 bonus on all saving throws +2 bonus on saving throws vs. fear +1 to attack rolls when using slings and thrown weapons Favoured Class: Rogue Halflings are a curious race, which often gets them into all sorts of trouble. In game terms, they make excellent rogues, due to the bonuses to Dex and Move Silently. They are small creatures, which limits their load carrying ability, but gives them a bonus to attack. The bonuses to fear are excellent, as many foes use fear spells later into the game. The halflings base save vs. fear is +3, due to the bonus they receive on all saving throws. B4.1.5. Half-Elf ----------------- Game Statistics: Medium Size Base Speed: 30ft (6 Squares) +1 on Search, Spot and Listen Immune to sleep spells and effects, +2 on saves vs. Enchantments Low Light Vision: Doubles the distance that can be seen in low-light conditions (such as torchlight) Elven Blood: for all effects related to race, the character is considered an elf Favoured Class: Any Half-Elves are the offspring of a union between a elf and human, and seem to combine the best aspects of both races. They have few advantages over either full blooded race, as they have no stat adjustments, or much in the way of extra skills. They have an immunity to sleep, which can be useful. Advice from Darren K. ********************* Half-elves: There is *no* reason to play a half-elf. There is no multiclassing, so Half-Elves are just humans with less skills and no bonus feat. My Reply: I quite agree with this, in Pen and Paper, they have a few more advantages, but not enough to make it worthwhile on Tactics. B4.1.6. Half-Orc ----------------- Game Statistics: Stat Adjustment: +2 Str, -2 Int, -2 Cha Medium Size Base Speed: 30ft (6 squares) Darkvision: can see in the dark up to 60 feet away Orc Blood: for all effects related to race, the character is considered an orc Favoured Class: Barbarian Half-orcs are commonly from frontier regions, where peaceful orc tribes mingle with human settlers. The half-orc is an incredible choice for any melee role, and also as a scout, as they can see in dark places without use of a torch. The only real penalty the Half-Orc has to deal with is the -2 Int, as Charisma appears to be little used in the game. B4.1.7. Human -------------- Game Statistics: Medium Size Base Speed: 30ft (6 squares) 1 extra feat at first level 4 extra skill points at first level 1 extra skill point per level after 1st level Favoured Class: Any Humans can excel at any task they set themselves to. The extra feat at first level can add more power to your character depending on the class that you have chosen. The extra skill points should go into one of the knowledge skills, as these can reveal the HP of related monsters. See Skills Section for more info. B4.2. Ability Scores ===================== Some might say that this is an unusual place to put the ability score generation chart/guide. I put it here as this is the point in generation of a character that you get to assign ability scores. I will draw up a table listing the bonuses for having a high score. I will then have a table listing the costs for individual scores. +-------+-----+-----------------------------------+ | Score | Mod | Bonus Spells | | | | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | +-------+-----+---+---+---+---+---+---+---+---+---+ | 1 | -5 | Can't cast Spells with this score | | 2-3 | -4 | Can't cast Spells with this score | | 4-5 | -3 | Can't cast Spells with this score | | 6-7 | -2 | Can't cast Spells with this score | | 8-9 | -1 | Can't cast Spells with this score | | 10-11 | 0 | | | | | | | | | | | 12-13 | +1 | 1 | | | | | | | | | | 14-15 | +2 | 1 | 1 | | | | | | | | | 16-17 | +3 | 1 | 1 | 1 | | | | | | | | 18-19 | +4 | 1 | 1 | 1 | 1 | | | | | | | 20-21 | +5 | 2 | 1 | 1 | 1 | 1 | | | | | | 22-23 | +6 | 2 | 2 | 1 | 1 | 1 | 1 | | | | | 24-25 | +7 | 2 | 2 | 2 | 1 | 1 | 1 | 1 | | | | 26-27 | +8 | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 | | | 28-29 | +9 | 3 | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 | | 30-31 | +10 | 3 | 3 | 2 | 2 | 2 | 2 | 1 | 1 | 1 | +-------+-----+---+---+---+---+---+---+---+---+---+ Now, what all that stuff in the table means. The score part is the number you assigned a ability score at generation. The mod part is the number that is added to various checks and skills. For example, a 14 in Str gives a bonus of 2 to all attack rolls and damage rolls. I will list the skills and checks that are affected by a stat in that stat's section below. The bonus spells part of the table is a number that you add to your characters spells per day when that character can cast spells of that level. i.e, a level 5 Cleric with a 18 in Wisdom gets a bonus spell in of levels 1,2 and 3, but cannot use the bonus 4th level spell as the character isn't of a high enough level to cast that level spell. Now, Tactics uses the point system to generate ability scores. Below is a table listing those costs. A new character starts of with 25 points. +----------------------------+ | Score | Cost | Score| Cost | +-------+------+------+------+ | 9 | 1 | 14 | 6 | | 10 | 2 | 15 | 8 | | 11 | 3 | 16 | 10 | | 12 | 4 | 17 | 13 | | 13 | 5 | 18 | 16 | +-------+------+------+------+ Now, for my recommendations. During the course of the game, you can expect to reach a maximum of 20th level. As you gain a +1 stat point every 4th level, you gain a bonus 5 points. So, I suggest that you put either a 15 in your classes primary ability, then a 14 in Con, which will give you a +2 hp per level bonus. You should then spend the rest of the points as you see fit. In the class descriptions I have listed the primary, secondary and possibly tertiary ablilies for that class. Any race that has a bonus to a score means that you pay the point cost for the score 2 points lower. I.e, an Elf has a Dex bonus of +2, which means a score of 16 costs 6 points not 10. The inverse is true for a penalty. The same Elf has a -2 penalty to Con, which means that a score of 16 costs 16 points, not 10 points. B4.3. Classes ============== Below are the comparison tables for the 3 BAB progressions, and the good/poor saving throw comparisons. +-------+-----------------------------------+-----------------+ | Level | Base Attack Bonus | Saving Throws | | | Good | Average | Poor | Good | Poor | +-------+---------------+-----------+-------+--------+--------+ | 1 | +1 | +0 | +0 | +2 | +0 | | 2 | +2 | +1 | +1 | +3 | +0 | | 3 | +3 | +2 | +1 | +3 | +1 | | 4 | +4 | +3 | +2 | +4 | +1 | | 5 | +5 | +3 | +2 | +4 | +1 | | 6 | +6/+1 | +4 | +3 | +5 | +2 | | 7 | +7/+2 | +5 | +3 | +5 | +2 | | 8 | +8/+3 | +6/+1 | +4 | +6 | +2 | | 9 | +9/+4 | +6/+1 | +4 | +6 | +3 | | 10 | +10/+5 | +7/+2 | +5 | +7 | +3 | | 11 | +11/+6/+1 | +8/+3 | +5 | +7 | +3 | | 12 | +12/+7/+2 | +9/+4 | +6/+1 | +8 | +4 | | 13 | +13/+8/+3 | +9/+4 | +6/+1 | +8 | +4 | | 14 | +14/+9/+4 | +10/+5 | +7/+2 | +9 | +4 | | 15 | +15/+10/+5 | +11/+6/+1 | +7/+2 | +9 | +5 | | 16 | +16/+11/+6/+1 | +12/+7/+2 | +8/+3 | +10 | +5 | | 17 | +17/+12/+7/+2 | +12/+7/+2 | +8/+3 | +10 | +5 | | 18 | +18/+13/+8/+3 | +13/+8/+3 | +9/+4 | +11 | +6 | | 19 | +19/+14/+9/+4 | +14/+9/+4 | +9/+4 | +11 | +6 | | 20 |+20/+15/+10/+5 |+15/+10/+5 |+10/+5 | +12 | +6 | +-------+---------------+-----------+-------+--------+--------+ For the BAB progression, these numbers are added to Str (for Melee), Dex (for Ranged), then any weapon focus, then any magical attack bonus that weapon has. For every 6 points of BAB, the character gains an extra attack used by selecting "Full Attack" in the attack menu. For example, Bob the fighter has 16 Str, a Magical longsword which grants +2 attack, has focus in Heavy Swords, and is level 10. His base attack is 10 + 3 (Str) + 1 (Focus) + 2 (Magical Sword) = 16 Because his base attack is higher than 6, he gets one extra attack when he makes a full attack, so he has +16/+11 for his attack bonus. Remember, that only 6 points in BAB grants extra attacks, you don't get extra attacks from having high skills/stats. Also, below, is the total number of Experience points that you need to reach each level. +-------+-----------+-------+-----------+ | Level | XP Needed | Level | XP Needed | +-------+-----------+-------+-----------+ | 1 | 1000 | 11 | 66000 | | 2 | 3000 | 12 | 78000 | | 3 | 6000 | 13 | 91000 | | 4 | 10000 | 14 | 105000 | | 5 | 15000 | 15 | 120000 | | 6 | 21000 | 16 | 136000 | | 7 | 28000 | 17 | 153000 | | 8 | 36000 | 18 | 171000 | | 9 | 45000 | 19 | 190000 | | 10 | 55000 | 20 | 210000 | +-------+-----------+-------+-----------+ B4.3.1. Barbarian -------------------- Vital Statistics **************** HD: D12 (1-12 Hp per level) BAB: Good Fort: Good Ref: Poor Will: Poor Primary Score: Str. To inflict more damage. Secondary: Con. More Hp means the Barbarian will last longer in combat. Tertiary: Wis. This helps with the Barbarians low Will saves. Class Skills: Intimidate, Listen, Survival Base Skill Points: 4 per level Skills gained at 1st level ************************** Weapon Skills: All Simple and Martial weapons Armor Skills: All Light Armor, Medium armor and shields Fast movement: +10ft to speed (2 squares) Rage: Once per day at first level, and more uses are gained at 4th, 8th, 12th, 16th and 20th levels, rage allows a Barbarian to temporarily increase his strength at the expense of defense. He gains +4 to Str and Con, and +2 to Will saves, but takes a -2 penalty to Armour. The rage lasts 3 rounds, + 1 for every point of (modified) Con bonus. Once the rage ends, the character is fatigued. The rage pretty much gives you +2 damage, +2 Hp per level from the bonuses. Given that this class is desgnined around melee, more Hp is good. Skills gained later ******************* Uncanny Dodge: You retain your Dex bonus to Armor class, even when flat-footed or attacked by an invisible character. Gained at 2nd Level. Trap Sense: You gain a +1 bonus to Reflex saves vs. Traps and a +1 Armour bonus to avoid being hit by traps. This bonus increases by +1 at levels 6th, 9th, 12th, 15th ,18th. Gained at 3rd Level. Improved Uncanny Dodge: You can no longer be flanked. This also means that Rogues can no longer Sneak Attack you. Gained at 5th Level. Damage Reduction: You ignore 1 point of physical damage dealt to you by a weapon (anything not a spell). This increases by one at 10th, 13th, 16th and 19th levels. Gained at 7th Level. Greater Rage: The bonus to your Str and Con increase to +6, and the bonus to Will saves increases to +3. The penalty to Armour remains at -2, and you are still fatigued at the end of the rage. Gained at 11th Level. Indomitable Will: Whilst in rage, you gain a +4 bonus to Will saves vs. Enchantments. Gained at 14th Level. Tireless Rage: You are no longer fatigued at the end of Rage. Gained at 17th Level. Mighty Rage: The bonuses to Str and Con increase to +8, and the bonus to Will saves increases to +4. The -2 penalty to Armour remains. Gained at 20th Level. My thoughts: This is an excellent class to use as a melee fighter. Equipped with a 2-handed weapon, he can dish out the damage to opponents, whilst being able to recieve a heap of damage to himself. The rage ability boosts his damage output, which makes him virtually unstoppable. The downside to this melee prowess is that he can be highly susceptable to spells, so if you see a spellcaster, close as quickly as you can. B4.3.2 Bard --------------- Vital Statistics **************** HD: D6 (1-6 Hp per level) BAB: Average Fort Save: Poor Ref Save: Good Will Save: Good Primary Score: Cha. A Cha of 10+ is needed to cast spells Secondary Score: Dex. As a bard is lightly armored, a high Dex adds to his AC. Tertiary Score: Int. This increases his skill points, and the total score of 6 of his skills. Class Skills: Bluff, Concentration, Escape Artist, Hide, Knowledge(Arcane), Knowledge(Dungeoneering), Knowledge(Nature), Knowledge(Religion), Knowledge(The Planes), Listen, Move Silently, Perform, Sense Motive, Spellcraft, Tumble, Use Magic Device. Base Skill points per level: 6 Skills gained at 1st level ************************** Weapon Skills: All Simple Weapons, plus Longsword, Rapier, Short Sword, Shortbow. Armor Skills: All Simple Armor, All Shields (except Tower) Bard Spells: Starting at 1st level, the bard can cast a small number of Arcane spells. He needs a minimum Cha score of 10 + the spells level. The DC of saves against his spells is 10 + Spell Level + Cha Mod. See the table for spell progression. Bards cast their spells on the fly. Bardic Music: The bard can play music, giving stat boosts to his companions. The companions need to be within 30ft (6 squares) in order to recieve the benifits. Bard Spells Table ***************** +----------------------------------+---------------------------+ |Bard | Spells per Day | Spells Known | |Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | +------+---+---+---+---+---+---+---+---+---+---+---+---+---+---+ | 1 | 4 | | | | | | | 2 | | | | | | | | 2 | 5 | 2*| | | | | | 3 | 0 | | | | | | | 3 | 6 | 3 | | | | | | 3 | 1 | | | | | | | 4 | 6 | 3 | 2*| | | | | 3 | 2 | 0 | | | | | | 5 | 6 | 4 | 3 | | | | | 3 | 3 | 1 | | | | | | 6 | 6 | 4 | 3 | | | | | 3 | 3 | 2 | | | | | | 7 | 6 | 4 | 4 | 2*| | | | 3 | 3 | 2 | 0 | | | | | 8 | 6 | 4 | 4 | 3 | | | | 3 | 3 | 3 | 1 | | | | | 9 | 6 | 4 | 4 | 3 | | | | 3 | 3 | 3 | 2 | | | | | 10 | 6 | 4 | 4 | 4 | 2*| | | 3 | 3 | 3 | 2 | 0 | | | | 11 | 6 | 4 | 4 | 4 | 3 | | | 3 | 3 | 3 | 3 | 1 | | | | 12 | 6 | 4 | 4 | 4 | 3 | | | 3 | 3 | 3 | 3 | 2 | | | | 13 | 6 | 4 | 4 | 4 | 4 | 2*| | 3 | 3 | 3 | 3 | 2 | 0 | | | 14 | 6 | 4 | 4 | 4 | 4 | 3 | | 4 | 3 | 3 | 3 | 3 | 1 | | | 15 | 6 | 4 | 4 | 4 | 4 | 3 | | 4 | 4 | 3 | 3 | 3 | 2 | | | 16 | 6 | 5 | 4 | 4 | 4 | 4 | 2*| 4 | 4 | 4 | 3 | 3 | 2 | 0 | | 17 | 6 | 5 | 5 | 4 | 4 | 4 | 3 | 4 | 4 | 4 | 4 | 3 | 3 | 1 | | 18 | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | | 19 | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | | 20 | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | +------+---+---+---+---+---+---+---+---+---+---+---+---+---+---+ The *'ed entries on the Known part of the table means that the Bard needs to have a Cha score high enough to gain a bonus spell of that level. See Ability Table earlier in this Guide. The spells that the Bard can choose from are further in the Guide. My thoughts: The bard is a useful class, however, it is not one I play regulary. Most of the spells can be cast by the other classes, often sooner. The one thing that the Bard has is Bardic Music, which is useful at low levels as characters have little chance to hit the target. B4.3.3. Cleric ----------------- Vital Statistics **************** HD: D8 (1-8 Hp per level) BAB: Average Fort: Good Ref: Poor Will: Good Primary Score: Wis. A Wis of 10+ is needed to cast spells. Secondary Score: Cha. This helps with Turn Undead. Class Skills: Concentration, Heal, Knowledge(Arcane), Knowledge(Religion), Knowledge(The Planes) and Spellcraft. Base Skill Points per level: 2 Skills gained at 1st level ************************** Weapon Skills: All Simple Weapons, plus Deitie's favoured weapon. Armor Skills: All types of Armor, plus All Shields (not Tower). Spells: Starting at 1st level, Clerics can cast a number of Divine spells. He needs a Wis score of at least 10 + Spell Level to be able to cast spells. The DC of his spells is 10 + Spell Level + Wis mod. Clerics need to prepare their spells in advance. See table for spell progresssion. Domains: A Cleric gains the special abilities of their deities Domains. Spotaneous Casting: A cleric can expend any spell to cast a Curing spell (if good) or a Inflict spell (if evil). Turn Undead: A cleric can force Undead to flee in fear, by Turning Undead. A good Cleric can sometimes destroy undead, while a Evil Cleric can sometimes control Undead. A score of 5 ranks in Knowledge(Religion) grants a +2 to any Turning Check. A Cleric can do this a number of times per day, equal to 3 + his Cha Mod. Cleric Spells Table ******************* +-------+---------------------------------------+ |Cleric | Spells Per Day | |Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | +-------+---+---+---+---+---+---+---+---+---+---+ | 1 | 3 | 1 | | | | | | | | | | 2 | 4 | 2 | | | | | | | | | | 3 | 4 | 2 | 1 | | | | | | | | | 4 | 5 | 3 | 2 | | | | | | | | | 5 | 5 | 3 | 2 | 1 | | | | | | | | 6 | 5 | 3 | 3 | 2 | | | | | | | | 7 | 6 | 4 | 3 | 2 | 1 | | | | | | | 8 | 6 | 4 | 3 | 3 | 2 | | | | | | | 9 | 6 | 4 | 4 | 3 | 2 | 1 | | | | | | 10 | 6 | 4 | 4 | 3 | 3 | 2 | | | | | | 11 | 6 | 5 | 4 | 4 | 3 | 2 | 1 | | | | | 12 | 6 | 5 | 4 | 4 | 3 | 3 | 2 | | | | | 13 | 6 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | | | | 14 | 6 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | | | | 15 | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | | | 16 | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | | | 17 | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | | 18 | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | | 19 | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | | 20 | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 4 | +-------+---+---+---+---+---+---+---+---+---+---+ Clerics also get a single bonus spell per spell level, which is called a Domain spell. I do'not think that this has been fully inplemented, so you instead simply get a extra spell per spell level, excluding 0. My thoughts: Always bring a Cleric along with you, preferably good aligned, so you always have the ability to cure many Hp to a ally. Also, they get lots of "curse" and "buff" spells, such as Doom, Bestow Curse, Bulls Str. When they reach 9th level, they start to get a few damaging spells, such as Flame Strike. Simply due to their buff spells, I bring 2 Clerics, so I can prepare enough to enhance all 6 party members. A new note: give your Clerics the Still Spell Feat if you are going to use them as melee characters, as you can equip shields without sacrificing their spell casting ability. Also, as this doesn't appear to increase the casting time or the level of the spell, metamagic feats have become very tempting to have! B4.3.4. Druid ---------------- Vital Statistics **************** HD: D8 (1-8 Hp per level) BAB: Average Fort: Good Ref: Poor Will: Good Primary Score: Wis. A Wis of 10+ is needed to cast Druid spells Secondary Score: Dex. As Druids can only wear non-metal armor, a high Dex is needed to boost their AC. Class Skills: Concentration, Heal, Knowledge(Nature), Listen, Spellcraft, Spot and Survival Base Skill Points per level: 4 Skills gained at 1st level ************************** Weapons Skills: Club, Dagger, Dart, Quarterstaff, Scimitar, Sickle, Shortspear, Sling and Spear. Armor Skills: Can use non-metallic Light and Medium Armor. These are; Padded, Leather, Studded Leather and Hide. Animal Companion: Druids gain a Dog/Wolf at 1st level that acts as an extra character. The Dog/Wolf also improves as the Druid levels up. Spells: Starting at 1st level, Druids can cast a number of Divine spells. He needs a Wis score of at least 10 + Spell Level to be able to cast spells. The DC of his spells is 10 + Spell Level + Wis mod. See table for spell progresssion. Druid's need to prepare their spells in advance. Skills gained later ******************* Venom Immunity: At 9th Level, the Druid becomes immune to all poisons. Druid Spells Table ****************** +-------+---------------------------------------+ |Druid | Spells Per Day | |Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | +-------+---+---+---+---+---+---+---+---+---+---+ | 1 | 3 | 1 | | | | | | | | | | 2 | 4 | 2 | | | | | | | | | | 3 | 4 | 2 | 1 | | | | | | | | | 4 | 5 | 3 | 2 | | | | | | | | | 5 | 5 | 3 | 2 | 1 | | | | | | | | 6 | 5 | 3 | 3 | 2 | | | | | | | | 7 | 6 | 4 | 3 | 2 | 1 | | | | | | | 8 | 6 | 4 | 3 | 3 | 2 | | | | | | | 9 | 6 | 4 | 4 | 3 | 2 | 1 | | | | | | 10 | 6 | 4 | 4 | 3 | 3 | 2 | | | | | | 11 | 6 | 5 | 4 | 4 | 3 | 2 | 1 | | | | | 12 | 6 | 5 | 4 | 4 | 3 | 3 | 2 | | | | | 13 | 6 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | | | | 14 | 6 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | | | | 15 | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | | | 16 | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | | | 17 | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | | 18 | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | | 19 | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | | 20 | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 4 | +-------+---+---+---+---+---+---+---+---+---+---+ My thoughts: The Druid is normally a excellent class. Notice that I said NORMALLY. For some reason, the developers have not added in the Druid's key ability, Wild Shape. This skill allowed the Druid to change form into an animal, gaining all the stats of the animal, as well as it's attacks. Due to this I have yet to start play as one so any feedback about this class will be gratefully recieved. B4.3.5. Fighter ------------------ Vital Statistics **************** HD: D10 (1-10 Hp per level) BAB: Good Fort: Good Ref: Poor Will: Poor Primary Score: Str. More Str = more damage Secondary Score: Con. As this character is frequently in melee, he needs a high Hp level in order to survive. Class Skill: Intimidate Base Skill Points per level: 2 Skills gained at 1st level ************************** Weapon Skills: All Simple and All Martial Weapons Armor Skills: All Armors, plus All Shields (Except Tower) Bonus Feat: Choose a combat feat that you meet the requirements for. Skills gained later ******************* Bonus Feat: Every 2nd level (2,4,6,8,etc,) choose an extra combat feat that you meet the requirements for. My thoughts: While the fighter doesn't get as many abilities as the other classes, the sheer number of feats he gets allows him to be very versatile. He also gets access to 3 feats that no other class gets, Weapon Spec, Greater Weapon Focus and Greater Weapon Spec. These feats add to his damage total and to his ability to hit |
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