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Dual class game mechanics

FredNFredN Member Posts: 415
Never mind; I did some research and answered my own question. Nothing to see here, move along.
Also, why cant I find an option to delete a no longer relevant post?

Comments

  • TrouveurTrouveur Member Posts: 847
    Because a topic, even when answered, can be useful for others readers.
  • FredNFredN Member Posts: 415
    edited May 13
    Oh that's true in general, but in this particular case, the question I asked was a dumb one, and 2 minutes of reesearch answered it. It was embarassingly stupid, so I wanted to eliminate all evidence. This will have to do, I guess.
  • TrouveurTrouveur Member Posts: 847
    In case of dual class, no question is dumb.
    This particular rule aspect is complex and not really easy to completely understand at first.
  • FredNFredN Member Posts: 415
    edited May 16
    OK, I do have some questions. Here is the first one. Since, as of now, I have both fighter and thief professions active, will I (eventually) be offered a choice between fighter and thief strongholds? And if so, do they vary in benefits?
  • TrouveurTrouveur Member Posts: 847
    Did you already done MaeVar quest or De Arnise keep?
  • FredNFredN Member Posts: 415
    edited May 16
    I have not. I actually have been putting off finishing Nalia's Keep; there doesn't seem to be any time component to this quest. Instead, I took a totally unwarranted side trip to the Umar Hills ... Minsc kept harassing me about it ... nor have I reported to the Thieves Guild so far, although Yoshimo has been pestering me to do so.
  • atcDaveatcDave Member Posts: 2,582
    Whichever stronghold you take first should disable the other.

    There are mods available to make multiple strongholds available, for myself I *always* take De’arnise Keep regardless of class. But the core game should not work this way.
  • FredNFredN Member Posts: 415
    edited May 16
    OK, I know I can't have 2 strongholds at once, I was just curious how the dual class mechanics affected this. I.E., whether I would be offered a choice. I'll probably go with Nalia's Keep as it will be the easiest one to accomplish.
  • jmerryjmerry Member Posts: 4,049
    The one thing to watch out for is the downtime period when one of your classes is inactive. If you reach the decision point for your inactive class's stronghold, I'm pretty sure you don't even get the offer. So a dual class with bad timing could lock themself out of getting any stronghold; start as class A, do the quest for class B, dual to class B, do the quest for class A, complete the dual. In that order, you never have the option to take any stronghold.
  • FredNFredN Member Posts: 415
    Nah, I grabbed Nalia's Keep as my stronghold. The thief stronghold would have taken a lot longer, and I wanted to start a bit of cash flow. Also, this way I get to kill that scumwad Roenall. I remember when I was doing my Blade run, he said he would be back, but I guess he wimped out. He never did show up. Now he's gonna be toast! B)
  • Gel87Gel87 Member Posts: 316
    Here is another question though, what does the strongholds actually do?
    Mae'Var one is lost as soon as you travell to spellhold, and it only seem to give some money.
    The cleric one, what does that do?
    Arnise Keep? What does this do?
    Ranger one? Only to restore fallen rangers?

    I have never bothered much with theese strongholds, are there any real advantages?
  • TrouveurTrouveur Member Posts: 847
    Ranger one gives a nice summon item.
    Bard one gives gold and a magic item.
  • FredNFredN Member Posts: 415
    edited May 19
    .....I personally can only speak for the Fighter and Bardic Strongholds. When first established, they offer a number of short side quests; various problems arise during the process of organizing them in order to get them running smoothly. You need to make certain decisions re problem solving. How to invest, solving a court case, etc. In the case of the Fighter Stronghold (Nalia's Keep), there is also a final Battle with Lord Roenall's army, allowing you to kill that arrogant swine once and for all.
    .....The Bardic Playhouse also has a number of decisions to be made, but of a somewhat different nature. Who will play what part in the upcoming production, mediating quarrels between cast members, which author you will hire to do the script ... that sort of thing. Heck, you can even write the script yourself. And just so we Bards don't feel left out, there is also a battle; an attack by malcontents who want to see you fail. Note that this developement period does require some cash investment, but you get what you pay for. You will more than recoup any initial expenses.
    .....Once everything is running smoothly, then indeed there is nothing more to do than sit back and let the cash income accrue. The exact amount you receive depends in part on the decisions you made earlier during the set-up period. Note that in ToB this income is lost, since Athkatla itself is no longer in reach. During SoA, however, the amount of income over a period of several chapters is significant.
    >Mae'Var one is lost as soon as you travell to spellhold, and it only seem to give some money.<
    .....Are you sure about this? You do get a chance to return to Athkatla in Chapter 6, to take care of any unfinished side quests, before heading off to Suldanessellar. Yeah, once you do that there is no coming back; you are off to a final showdown with Irenicus. But the Guildhall should still be there when you return in Chapter 6, unless maybe some weird nonsense happens with Bodhi or the main Thief Guild. Unless ... did you head off to Spellhold before solving all the set-up problems? Those matters are time limited, so if you don't attend to them in the allotted time period, maybe you do lose the Stronghold. Not sure of this, never had it happen to me. I like to leave everything running smoothly before wandering off to far-away places.
    Post edited by FredN on
  • atcDaveatcDave Member Posts: 2,582
    All the strongholds are a blast from an RP perspective. They give you a chance to actually *feel* like whatever character class you are playing. Most of them are well written and clever. Even the shorter ones like Cleric and Paladin have some entertaining moments and interesting choices to make. Some, like De’Arnise Keep really give you a place to call home. I pretty much always assume my character and friends retire to the Keep and the area after the adventure is over. If you look at some of my longer write-ups like “Psyche and Diomedes”, skip to the end and you’ll see what I think a more proper epilogue should look like and the part a stronghold plays in that.

    If all of that doesn’t interest you, well there is more experience and treasure from a Stronghold. Usually not *a lot* of either, but in many cases some unique items.

    I’d also add, I haven’t done the Thief Stronghold. It’s just not my sort of thing. But for all the others the timer does freeze while you’re off to Spellhold, and all that ensues. You will often get an “urgent” message from a stronghold as soon as you return, but you shouldn’t loose the stronghold over it.
  • FredNFredN Member Posts: 415
    edited May 19
    >for all the others the timer does freeze while you’re off to Spellhold, and all that ensues.<
    OK, now that raises a question in my mind. Does the timer stopping mean that my Playhouse is not accruing cash while I am in the Sahuagin city and the Underdark? I was looking forward to collecting 100,000 or so cash when I returned to Athkatla in Chapter 6.
  • atcDaveatcDave Member Posts: 2,582
    Jmerry could likely answer that more correctly than I can. De’Arnise Keep usually brings in such trivial funds I often forget all about it, and the playhouse I never get to until after we return, so I’m just not sure how it tracks with the money. But quest timers are supposed to stop.
  • jmerryjmerry Member Posts: 4,049
    Timers don't literally freeze. That's just not a mechanism that's in the game. Rather, the consequences of a timer expiring are paused, and then the next timer doesn't start until you come back up.

    In the case of the playhouse and the keep, the money does just keep rolling in; those timers do keep going.

    Also, you are vastly overestimating how long you'll spend in chapters 4 and 5. Because there's a lot of action, but the only between-map travel time is the boat ride at the beginning. The only way you'll accumulate a lot of time in that sequence is if you play as if your party is narcoleptic. Don't expect more than two or three weeks of revenue.
  • FredNFredN Member Posts: 415
    edited May 20
    >The only way you'll accumulate a lot of time in that sequence is if you play as if your party is narcoleptic.<
    Oh, you have no idea. I sleep after every combat to regain spells and such (because, hey, why not?), talk to every NPC, and explore every nook and cranny of the map. However, you may be right about the entire thing taking less time than I thought. I am curious now to see what revenues I receive when we finally return.
  • atcDaveatcDave Member Posts: 2,582
    I often get through the Underdark in just a couple days. Of course then whole trip will take a couple weeks, but possibly not much more.
    Admittedly, some of that is just from the meta knowledge of knowing when to sleep and when I really don't need to.
  • FredNFredN Member Posts: 415
    edited May 20
    >the meta knowledge of knowing when to sleep and when I really don't need to.<
    You're not listening to me. I sleep every chance I get for the most minor of reasons. Did I use a few Melf's Meteors that last combat? Recast the spell and rest to regain it. One of my skeletal warriors took some damage? Rest and summon another fresh one. As long as we aren't under some time constraints, there is absolutely no reason to not be at full fighting ability. We are currently in the City of Caverns, have explored maybe 20% of the map, and have rested about 20 times. That's basically a full week. We could easily spend another 2-3 weeks game time here befote moving on. And the Underdark is even more extensive, if I recall correctly.
  • atcDaveatcDave Member Posts: 2,582
    No I get it. I just don’t sleep until I need to. I certainly don’t see the Underdark as a place anyone on the team *wants* to be. In fact much of the game involves things I think the team wants to wrap up.

    Now no doubt, sometimes I’m killing time. But I prefer to do that at my own castle or a nice inn.
  • FredNFredN Member Posts: 415
    edited May 20
    >I certainly don’t see the Underdark as a place anyone on the team *wants* to be<
    .....That's because you are leading your team of goody-two-shoes wusses. By the time I get to the Underdark, I have my all-evil dream team. Now, nobody is totally at ease ... Viconia especially is nervous because she is a sort of Heretic to the followers of Lolth. But everyone understands where the Drow are coming from, and can deal with it. And even find ways to profit here. Arena duels, anyone?
    .....Spying, convoluted plots, betrayals and backstabbing. Ahh, the stuff of which dreams are made! o:)
  • atcDaveatcDave Member Posts: 2,582
    No doubt that's a difference in play styles. I hate all that stuff, I can't wait to escape the place!
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