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Changed line(s) 8,9 (click to see context) from:
** Wights, Spectres and Vampires. Usually, two Burning Hands will wipe out a cluster of them (and the Dagger of Throwing
can trivialize the encounter), but if they connect with an attack, they can drain a level. It's impossible to get these levels back. While Negative Plane Protection can prevent this attack, it gets discharged after a single attack.
can trivialize the encounter), but if they connect with an attack, they can drain a level. It's impossible to get these levels back. While Negative Plane Protection can prevent this attack, it gets discharged after a single attack.
to:
** Wights, Spectres and Vampires. Usually, two Burning Hands will wipe out a cluster of them (and the Dagger of Throwing
Throwing can trivialize the encounter), but if they connect with an attack, they can drain a level. It's impossible to get these levels back. While Negative Plane Protection can prevent this attack, it gets discharged after a single attack.
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Changed line(s) 6 (click to see context) from:
** The Dagger of Throwing found in the Ivlis Caverns (the first gameplay dungeon). It's a +2 ranged weapon (which means that even in interior cells, a party member in the 3rd or 4th slot can use it) that always returns to the hand. It is very easy to snipe enemies caught on props in the environment, especially the Wights and Vampires that don't want to be fought in close combat to avoid the level drain. Since it's also a dagger, it attacks faster than any weapon that isn't barehanded.
to:
** The Dagger of Throwing found in the Ivlis Caverns (the first gameplay dungeon). It's a +2 ranged weapon (which means that even in interior cells, a party member in the 3rd or 4th slot can use it) that always returns to the hand. It is very easy to snipe enemies caught on props in the environment, especially the Wights Wights, Spectres, and Vampires that don't want to be fought in close combat to avoid the level drain. Since it's also a dagger, it attacks faster than any weapon that isn't barehanded.
Changed line(s) 8 (click to see context) from:
** Wights and Vampires. Usually, two Burning Hands will wipe out a cluster of them, but if they connect with an attack, they can drain a level. It's impossible to get these levels back. While Negative Plane Protection can prevent this attack, it gets discharged after a single attack.
to:
** Wights Wights, Spectres and Vampires. Usually, two Burning Hands will wipe out a cluster of them, them (and the Dagger of Throwing
can trivialize the encounter), but if they connect with an attack, they can drain a level. It's impossible to get these levels back. While Negative Plane Protection can prevent this attack, it gets discharged after a single attack.
can trivialize the encounter), but if they connect with an attack, they can drain a level. It's impossible to get these levels back. While Negative Plane Protection can prevent this attack, it gets discharged after a single attack.
Added DiffLines:
* ThatOneLevel:
** The Elven Tomb. The first level is chock full of level draining Wights and a few tough as nails Pyre Elementals. The second level has Spectres (which keep the level draining of the Wights, but are tougher) and even more Pyre Elementals.
** The Greater Barovian Catacombs. Fifteen Barovian coins are required and the dungeon has to be dredged to find them all. It is also full of wraiths, which also level drain.
** The Undead Forest. The Treants there can mob and overwhelm a high level party.
** The Elven Tomb. The first level is chock full of level draining Wights and a few tough as nails Pyre Elementals. The second level has Spectres (which keep the level draining of the Wights, but are tougher) and even more Pyre Elementals.
** The Greater Barovian Catacombs. Fifteen Barovian coins are required and the dungeon has to be dredged to find them all. It is also full of wraiths, which also level drain.
** The Undead Forest. The Treants there can mob and overwhelm a high level party.
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Added DiffLines:
** The Dagger of Throwing found in the Ivlis Caverns (the first gameplay dungeon). It's a +2 ranged weapon (which means that even in interior cells, a party member in the 3rd or 4th slot can use it) that always returns to the hand. It is very easy to snipe enemies caught on props in the environment, especially the Wights and Vampires that don't want to be fought in close combat to avoid the level drain. Since it's also a dagger, it attacks faster than any weapon that isn't barehanded.
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Added line(s) 8 (click to see context) :
** In the CD-ROM version you can do a sidequest for an old paladin as the first dungeon you tackle, which among other things gets you a +3 Paladin's Sword. It is once of the best one-handed swords in the entire game. And in the sequel.
Changed line(s) 8 (click to see context) from:
* {{Narm}}: The automap names the cellar level of Castle Ravenloft as "Larders of Ill Omen". Makes it sound like Strahd tries way too hard to make completely mundane things sound ominous. "Servant! Fetch me wine... from the ''Pantry of Blood''!"
to:
* {{Narm}}: The automap names labels the cellar level of Castle Ravenloft as "Larders of Ill Omen". Makes it sound like Strahd tries way too hard to make completely mundane things sound ominous. "Servant! Fetch me wine... from the ''Pantry of Blood''!"
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Changed line(s) 8 (click to see context) from:
* {{Narm}}: The automap names the cellar level of Castle Ravenloft as "Larders of Ill Omen". Makes it sound like Strahd tries way too hard to make completely mundane things sound ominous. "Servant! Fetch me wine... from the ''Pantry of Dread''!"
to:
* {{Narm}}: The automap names the cellar level of Castle Ravenloft as "Larders of Ill Omen". Makes it sound like Strahd tries way too hard to make completely mundane things sound ominous. "Servant! Fetch me wine... from the ''Pantry of Dread''!"Blood''!"
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Changed line(s) 7 (click to see context) from:
** Fireball and lightning traps. They can be avoided pretty easily, but they are usually down single-line corridors. The player either has to wait for them to trigger, or run down and hope they don't get hit.
to:
** Fireball and lightning traps. They can be avoided pretty easily, but they are usually down single-line corridors. The player either has to wait for them to trigger, or run down and hope they don't get hit.hit.
* {{Narm}}: The automap names the cellar level of Castle Ravenloft as "Larders of Ill Omen". Makes it sound like Strahd tries way too hard to make completely mundane things sound ominous. "Servant! Fetch me wine... from the ''Pantry of Dread''!"
* {{Narm}}: The automap names the cellar level of Castle Ravenloft as "Larders of Ill Omen". Makes it sound like Strahd tries way too hard to make completely mundane things sound ominous. "Servant! Fetch me wine... from the ''Pantry of Dread''!"
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Added DiffLines:
* DiscOneNuke:
** The Ba'al Verzi dagger in the abandoned hut soon after entering Ravenloft. It's a +2 weapon that can attack nearly twice as fast as a normal weapon.
** Burning Hands. Most mages start with the spell, and it's level 1 spell, so it can usually cast it 4 times. It hits a wide area in front of the caster. Two are usually enough to clear out most enemies in front of you.
** The Ba'al Verzi dagger in the abandoned hut soon after entering Ravenloft. It's a +2 weapon that can attack nearly twice as fast as a normal weapon.
** Burning Hands. Most mages start with the spell, and it's level 1 spell, so it can usually cast it 4 times. It hits a wide area in front of the caster. Two are usually enough to clear out most enemies in front of you.
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Added DiffLines:
* DemonicSpiders: The Bone Golems in the Ivlis Caverns, the Pyre Elementals in the elven tomb, and the Zombie Golems in Castle Ravenloft. They hit hard, hit fast, and can wipe out a party quickly (Bone Golems can also paralyze). Sometimes, they even come in pairs.
* GoddamnedBats:
** Wights and Vampires. Usually, two Burning Hands will wipe out a cluster of them, but if they connect with an attack, they can drain a level. It's impossible to get these levels back. While Negative Plane Protection can prevent this attack, it gets discharged after a single attack.
** Fireball and lightning traps. They can be avoided pretty easily, but they are usually down single-line corridors. The player either has to wait for them to trigger, or run down and hope they don't get hit.
* GoddamnedBats:
** Wights and Vampires. Usually, two Burning Hands will wipe out a cluster of them, but if they connect with an attack, they can drain a level. It's impossible to get these levels back. While Negative Plane Protection can prevent this attack, it gets discharged after a single attack.
** Fireball and lightning traps. They can be avoided pretty easily, but they are usually down single-line corridors. The player either has to wait for them to trigger, or run down and hope they don't get hit.