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Darth Frog

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Everything posted by Darth Frog

  1. LOL, that it is a cool idea. Just imagine the conversations ... :D And GO-TO even has a bit of Stealth, so all angles are covered.
  2. So far I have always sent Visas. She is almost a full-blown Jedi, so she does not need any help whatsoever except for a Computer/Repair wiz to do some odd jobs with minimal spike/parts expenditure. For the Dxun outing in my first game I gave her T3 as techie and Mandalore as tank, but then I found out that T3 does field upgrades only for the Exile, so I sent GO-TO instead in my second game and tasked T3 for Iziz. I usually give Visas enough Security to beat DC26 locks, enough Demolition for recovering strong mines (DC40), Stealth, and a bit of Awareness. Powers go into healing/buffs and the Stasis Field + Destroy Droid series, feats into Flurry/Duelling/Finesse first and then Dual-Wielding. So she can handle herself pretty well in any situation. Real fights, like against Sith Lords, are problematic but since she's a Sentinel that is only par for the course. Besides, there are only two such fights and the AI isn't too bright anyway. For the expedition to Goto's yacht I sent Mira as Visa's companion. Mira can run through mine fields without setting off the mines and so she is perfect for delivering the opposition to the lightsabres/spells of Visas and the Exile without disturbing the mines.
  3. 1st completed game: level 28 - just sniffing the roses as it were 2nd completed game: level 31 - powergaming for max XP but without exploiting any of the infinite XP glitches* I agree with draakh_kimera, the levels above 20 were silly and the XP values are ridiculously inflated. I mean, up to 400 XP for enemies that go down in a single attack round? Also, the d20 system only works reasonably well up to level 20 or so, and extensions for epic levels require great care. This care was not taken. Every class gets +1 BAB every level even after level 20 (this is a stupid idea even for normal level ranges, but I digress) and so you get a situation where pretty much everybody can hit pretty much everybody else because of stupendously high base attack boni and it isn't worth bothering about armour anymore. Against equal enemies around level 30 you need lots of CON and deal lots of damage per round, and armour ceases to be a factor (unless you want to do a DEX build which can indeed achieve AC in the fifties/sixties, or exploit AI limitations). *) Because of the way the game works, a max-XP run poses interesting constraints. One part of this is basically a puzzle, when you make a plan. And then you must execute the plan, which may require doing some stunts that you would not normally do - e.g. Guardian with 16 INT :D - and which can also yield interesting and challenging combat situations. My last run was not bad (486944 XP, less than 10k to lvl 32) but it was far from optimal. So level 32 should be possible even for the same planet order which was Dantooine - Nar Shaddaa - Dxun/Onderon - Korriban (light side male on 'difficult', no medpacks/stims/shields/explosives, but with crafting). With different planet orders even higher levels may be possible.
  4. Hehe. Try to see how far you get with a level-1 character. I bet in the mining tunnels you'll start pondering whether to relax the rule against using medpacks, shields, stims and explosives a little, and in the dorms things will get even more interesting. I did this in order to find out certain things about how XP is doled out, and also in order to obtain information that I need for planning a maximum-munch run. For example, I wanted to find out if it is possible to kill all four maintenance droids in the mining tunnels before XP crosses the level-3 threshold (at which point they will only yield 100 XP instead of 125, but for certain reasons it is advantageous to reach level 4 before leaving the mining tunnels and level 5 before entering the dorms; you need every scrap of XP to reach that goal). The catch is this: you normally enter the mining tunnels with roughly 1800 XP, which means you cannot afford to kill too many of the lowly mining droids before you have harvested the last maintenance droid. So the usual strategy of ensuring workplace safety by systematically removing the opposition won't work. Since I was doing a 'scientific' run anyway I tried it with my level-1 char, which added some extra spice to the exercise. It was fun, almost like soloing in Taris in olden times.
  5. "I never tell the truth" is a paradox but "I always lie" isn't, because in the second case the statement can be false (i.e. a lie) without becoming true. P.S.: please disregard. This was just a brainfart of the first order and the first statement isn't any more paradoxical than the second. :"> I shouldn't have tried fancy stuff after slaving at work until 8 in the evening ... Mea culpa
  6. These particular statements are self-referential and their validity becomes the object/focus of the paradox (if any). The first would be equivalent to the second if it were phrased "This statement is a lie", but it isn't. The point of the statement is implied, and written out it would be something like: "I always lie, therefore this statement must be a lie." Such a statement is false if and only if the premise is true but the conclusion is not. In this particular case the premise can legally be false if the speaker sometimes lies, in which case the whole statement is trivially true ('automatic hit' :D) regardless of what the conclusion is. E.g., the statement 'if 1 == 2 then I am the smartest guy on this board' would be true even if I had the IQ of a potted plant. The example in the dictionary quote a couple of posts back is wrong, but this is not surprising as not all linguists are automatically good in math/logic.
  7. Yes, but it only seems to be paradoxial, and only if you allow yourself to think sloppily. The negation of "I always lie" is not "I always tell the truth", it is merely "I do not always lie" or "I sometimes tell the truth". You won't believe the number of programming bugs that are caused by similar 'thinkos'.
  8. Why don't you read the answers that you got when you posted the exact same question a few hours ago in this thread? The difference in XP is marginal/insignificant. People who have never played an RPG should probably use the 'normal' setting, everybody else 'difficult'. The game is very easy in any case, and the level progression is way too fast anyway (which is one of the reasons why the game is too easy). BTW, you don't lose any items that you find except for the stuff that T3 can collect during the prologue (which was presumably removed when T3 was taken 'prisoner' and locked in the storage shed although they somehow overlooked his mighty shock arm). You can keep the stuff that T3 collects during the prologue by exploiting a glitch/bug: after collecting the items go back to the pilot cabin and select "skip prologue".
  9. Combat XP decreases even if you defer the level-up, so there is nothing to be gained from holding levels with regard to combat XP. This can easily be seen if you cross a level-up threshold during combat - one enemy will yield, say, 300 XP, the next one to fall yields 200 XP. However, at certain points the game will adjust the stats of your enemies and so this is actually a saw-tooth pattern and not a monotonically decreasing curve. Similar to the wraids on Tattooine in KotOR I. If you went there at low level then you got 'plain' wraids or desert wraids, for something like 40 XP apiece. If you went there at a level one higher then suddenly you got Hulak wraids instead for something like 500 XP apiece, with XP decreasing for higher levels. Strangely enough, this is different with the XP that you get for using Security and/or Demolition skills. In this case the game looks at your 'taken' level, not at your XP. The XP for Security/Demolition increases with level except for a discontinuity somewhere around level 6 (give or take one, I forgot the specifics) where the XP is lower than on the next lower and on the next higher level. So you could hold level 6 until you are ready for level 7 and then take both levels at the same time.
  10. AFAICS the difficulty setting has very little influence on the amount of XP. The only difference that I remember was with opening locks and disarming/recovering mines, because the DC of these actions can depend on the current difficulty setting and so you could get a marginally higher amount of XP on 'difficult'. But the amount is minuscule, nothing to write home about and certainly nothing to sacrifice enjoyment of the very first play-through for - you can always munchkin during later play-throughs. If you come back here once you have beaten the game then I can give you a long list how to maximize XP, but first you go and sniff the roses. As a general rule the game will adapt enemies to your level the moment you enter an area for the first time; afterwards the enemies in that area are fixed. The amount of XP that you get from a 'fixed' enemy decreases with level (just having enough XP for the level is sufficient, even if you have not 'taken' the level). So the absolute worst thing you can do is enter an area, leave, and come back when you are several levels higher - in this case the enemies will be absolute pushovers and yield pitiful amounts of XP. Quest XP is fixed but for some strange reason the XP for things like picking locks and recovering mines *increases* with level, except for one saw-tooth drop when the game switches from the fast progression on lower levels to slower progression on higher levels. The drop is roughly around level 6 but I forgot the specifics. Having Kreia in your party can automatically increase your XP gain by a small factor, due to Kreia's Mentor ability. The factor is on the order of 5%, less at lower levels and more at higher levels, but in any case nothing to write home about. Apparently it does not affect XP from combat, which is the major XP source anyway. For your first play-through you should forget about munchkinology and simply set difficulty such that it maximizes your enjoyment. If you have played RPGs before (which you seem to have) then set it to 'difficult' which translates to 'moderately easy'.
  11. The Red Eclipse ambush and the Exchange invitation are different triggers, although the invitation usually comes right after the Red Eclipse incident if you have raised enough hell. The Red Eclipse trigger requires that you walk over a certain spot before the entrance to the Refugee Sector. Happens automatically if you walk but easy to miss if you usually get around via Airspeeder. If you have enough 'rep' with the Exchange then the invitation will be triggered if you enter the Refugee Landing Pad from another area (including Ebon Hawk), provided that the Red Eclipse incident has taken place already. Things that make the Exchange take note of you: - help Greeda and tell the Duros to get stuffed - interrupt a meeting of criminals in one of the rooms off of the Refuge Landing Pad - agree to help Vogga - help Fassa by assigning ship priorities - help Lootra and his wife (you *must* visit them in the flophouse afterwards, even though you get the XP already when telling Aidaa the good news) - help the refugees by negotiating good deals with Serroco and Exchange or by massacring them (you can actually do both in both cases, but remember to finish *all* negotations before proceeding to stage two) Dunno about freeing the kid and healing Geriel, but these might help also.
  12. Reload a save from before the fight. When the Twin Suns are done talking and you get control of Atton, simply hurry behind the bar. From there you can kill the Twin Suns with ranged weapons, no need to suit up or anything. Alternatively, pause the game, equip a melee shield and activate it. Then you can also kill the Twin Suns at your leisure, just remember to refresh the melee shield before it runs out. Fun stuff to try: if the Twin Suns are crowding you, equip Thermal Shield Belt and Insulation Gloves, then start dropping plasma grenades on the floor. This situation is only tricky if you don't want to level Atton at this point but still want to fight fair - e.g. no shields/stims/medpacks/grenades etc., and no sniping from behind the bar. Same for a certain arena later, which is equally easy if you keep your wits together and simply use whatever abilities and equipment your character has. If all else fails you can always reduce difficulty to normal or even easy, but of course this would be admitting defeat. Last but not least, if Atton has any level-ups pending at this point (should be 10..20 levels, depending on your planet order) then you can spend all the levels on making Atton ready for this particular fight, because that is the only thing he's ever needed for.
  13. Yeah, but the problem is that the great warriors to not have great enemies in this game. <_< A high-level Guardian/Weapon Master can successfully dual-wield against all enemies without taking any of the dual-wielding feats at all (excepting one or two bosses).
  14. I think that Duelling is more attractive for a Consular build, because it increases both Attack Bonus and Defense Bonus. Dual-wielding is most attractive for Guardians, since Guardian normally have no trouble hitting enemies and they can easily trade a bit of AB for a small increase in damage output. Wielding two lightsabres (or one lightsabre and a good vibro) works extremely well in connection with Force Jump - one jump, one dead enemy - but only Guardians get Force Jump. A non-armoured Jedi who can cast spells restricted by armour has four attacks per round with Flurry and Master Speed. Dual-wielding adds one attack with the off-hand per round; the 25% increase in damage output is just barely noticable. For armoured Jedi the situation is different, as they cannot use Master Speed (except through the Force link with Kreia, in the case of the Exile). In this case dual-wielding will bring the number of attacks per round from two (assuming Master Flurry) to three, for a 50% increase in damage output. This is much more noticable than in the case of a hasted non-armoured Jedi. But armoured Jedi are much less attractive in KotOR 2 than in KotOR, because of the stupendously high levels and attributes that you can attain. Donning a 15/0 armour might even *drop* your defense bonus instead of increasing it. Also, the defense bonus from Duelling is active even if you are not engaged in melee fighting but instead casting spells or something. So it is a very good choice for a Consular. Last but not least, the Duelling boni are also active during unarmed hand-to-hand (sparring with Handmaidens/Mandalorians).
  15. Strange, in my game it subtracts the WIS mod instead of adding it, but there is also a correction factor related to several attributes. I did some experimentation in order to derive an exact formula, and here it is: effective_Comp = natural_Comp - effective_WIS_mod + items + bias where 'items' is the sum of Computer skill boni from items and 'bias' can be computed as bias = effective_WIS_mod + effective_INT_mod :ph34r:
  16. LOL, you should go play the game instead of believing nonsense that you read on the net somewhere. In Morrowind you pick name, race/nationality, sign, skills etc. pp. like in other action CRPGs, and that's it. Your background/story is fixed. The way they do character generation is nice and immersive the first time you play, although it is actually rather cumbersome and glitchy. Also, Morrowind does not have classes, just several preconfigured skill/attribute sets that are labelled as 'classes' for some unfathomable reason. The closest thing Morrowind has to classes are the races.
  17. Three droids, actually. T3, the HK-50, and T3's friend from the intro who is later found in the secure storage room (and as long as the door is intact you can blow up the little droid's remnants via the hangar console, in order to open the door). Yep, it is confusing. During the prologue there was another inaccessible region (Kreia's room), so *theoretically* the HK-50 might have been there although it seems more logical to assume he was in the bay where HK-47 was found later. Was Kreia's room visible via one of the cameras during the prologue? I think the security console had only one option, for unlocking the door, but no camera options. And IIRC the computer showed only locations connected to the garage 'sidequest'. Also note that several other droids were blown apart in cutscenes but reappeared later, quite intact.
  18. Actually, there is a great way to do this - dependency checking. This is necessary anyway in order to assertain referential integrity, and with minor modifications the same tool can be used to 'pull' all referenced resources from the pool into the build. This is almost exactly the same process as linking an object file againt libs and some loose objs, except that it is a lot simpler. The only non-trivial aspect is to find an easily maintainable and preferrably automatic way of declaring resources that are referenced from executables, because analyzing machine code is beyond the scope of a simple build/QA tool and executable code can also synthesize references (by concatenating pieces) instead of merely *containing* references as a compiled script or resource file does. This is manageable with suitable coding conventions and it has to be done anyway for integrity checking, because without such an automated process the only things you can do are * dump everything you have into the build and hope for the best * manually add files that you think might be needed and hope for the best * one of the above with a bit of snippage here and there but in all cases the build is bigger than necessary and there is still no guarantee against things like 'Bad StrRef' etc. There is really no viable alternative to automated dependency checking (or, more generally, integrity checking, since referential integrity isn't the only thing that needs to be checked). And, as I said before, once the dependency check logic is in place it can be used for build purposes just as easily as for testing. P.S.: thanks for a really good game that in many ways was even excellent. The only reason we're griping now and then is that the game could have been great, with a little more care and a little more time.
  19. Okay, the shocking revelations during the talk with Visquis and the subsequent chat with Goto left my hero so stunned that he was standing around in catatonic stupor instead of raising hell on Goto's Yacht. So T3 got his hour of glory, the Ebon Hawk was turned into a piece of bait, and now it is time for our little band to go bail out their leader. The straight-forward approach of blasting a free path to the Audience Chamber seemed boring and I had done the 'clear the whole ship with low-level non-Jedi before releasing the shamed hero' thing already in another life. So, in order to add some spice to the situation I decided that this time the Exile should be freed with minimum breakage. This would also result in a nice XP boost since all XP gained by the NPCs is effectively lost once the Exile rejoins the party and the NPCs catch up to his XP. The first idea was a repeat of the Jekk'Jekk Tarr thing - using stealth to release the hero and watching the fur fly afterwards. So I sent lvl 7 Mira (who had Stealth and Security, and who was largely responsible for this mess in the first place) with lvl 6 Visas as fallback because Visas would be able to do the job on her own if necessary. The first attempt failed because Mira could not sneak past the droids standing in the turret passage before the Audience Chamber. There was enough free space to drive a truck through but slim Mira could not move by them (it was almost as though the game designers wanted to show off the @#$! clipping of their engine). So I decided that Visas should make good on the 'My life is yours' thingy and lure the droids out of the passage, so that Mira could get close to the door. This sort of worked although it wasn't quite as simple as that. So there is stealthed Mira standing before the door, touching it ... and getting un-cloaked when a little popup message shows on the screen. Uncloaked lvl 7 Mira within range of 6 turrets and 3 floaty droids was, of course, a very dead Mira approximately one second later. End of story. The nasty message that caused Mira's demise said that the door would not open until the turrets have been dealt with, so another plan was needed anyway. Back to the drawing board. The close proximity of the turrets and the fact that Destroy Droids is by far the most effective way of dealing damage to droids (at least for a low-level LS Jedi) suggested one very obvious plan: sneak up to the turrets, start casting Destroy Droids, and stay alive until the door can be opened. So I looked at the stats of Visas and the meagre loot that our little band had collected so far. Visas was level 6 and would be able to take 10 levels (Nar Shaddaa was our second planet this time and my hero had not taken a Prestige class yet, so he was lvl 19 and the NPCs lvl 16). Notable among the available toys: Circlet of Saresh (+5 WIS), Jal Shey gloves (+1 WIS, +1 DEX), Nerve Amp belt (+1 WIS), an implant with +1 CON, the Exile's arm band (+1 CON) and a light sabre with a Ruusan crystal (+1 WIS, +1 CHA). There also were some minor STR and DEX boosters in the loot but this is what I picked, especially as the only viable armour was 5/5 light armour which limits the DB DEX bonus to 5. There was also 12/0 heavy armour but that would have added only 1 to the defense bonus, because one of the feats would have to be taken away from Duelling. Attributes: the equipment evened out all stats except for DEX, and three attribute points total would be available. So one attribute point went into DEX to get the +5 DB bonus, and for the remaining two points the most attractive choices were WIS and CON. WIS would improve Force oomph and might allow to take down the turrets/droids faster (because they save 10% less often), and it would also increase FP. CON would make Visas tougher by giving her more VP, and would allow her to use better implants later. It was hard to judge which would run out earlier in this situation, FP or VP, but I opted to boost CON/VP. Feats: Visas could take 5 feats and it was not necessary to take Finesse and Master Flurry yet, since Visas would gain at least two levels once the Exile re-joined the party (from the XP catch-up). She would also gain many more levels before being called to battle again (Dxun), so I was free to concentrate on the battle immediately ahead. 1 feat for Light Armour. This left four free feats and attractive options were: Finesse, Master Flurry, Force Regen, Duelling and Toughness. I opted for Duelling and Toughness because Visas would need every possible bit of staying power when facing 6 turrets and 6 droids all at once, while there would be little need for light-sabering except for mopping up some turrets held together by a few remaining shreds of tin and rust. Skills: 6 points Security and Stealth to the max. Powers: 10 powers could be chosen. 3 went into Destroy Droid, 3 into Master Force Barrier, 2 into Improved Energy Resistance (Master requires lvl 17), and the remaining 2 went into Heal. Okay, with the theory complete it was time to act, so I reloaded the save from when Mira and Visas boarded the yacht. I stealthed Mira and placed her into a corner (lest she be tempted to rush into a nearby battle), levelled Visas and kitted her out as described above, except for an Exchange stealth belt and a stealth field enhancer to ensure safety on the way to work. I stealthed Visas and walked her to a small, empty room near the turret passage where she could buff up without being molested (casting buff spells cancels stealth even though activating shields does not, go figure). Now she had one minute for sneaking into the passage and unleashing destruction upon the hapless droids, before the melee damage reduction from Force Barrier would run out. So Visas stealthed up to the middle of the turret passage, remained undetected while swapping the stealth field enhancer for the Circlet of Saresh, and then she opened the festivities by exchanging the stealth belt with the Nerve Amp belt and thus becoming visible. The ensuing brouhaha cannot be described with words, you have to play it yourself. :D A nice firework and pure, adrenaline-pumping action. At one point Visas was down to 5 VP because the flame throwers of the Fat Ones were so bl**dy effective and I had forgotten to clear the combat queue to get a Heal spell cast in time ... After some fast and furious action Visas had destroyed almost all turrets, and all the walking droids were gone (collateral damage). The remaining turret - which had saved against the spell every time and was just barely hanging together - was at the far end of the passage from where Visas was standing, and three Fat Ones were hovering menacingly over it while spewing fire and blaster bolts at an alarming rate. Visas had almost run out of Force points and Health was down to about one third (or should I say 'up'?), so she could either cast Heal and trash the turret with her light sabre, or take her chances and use the remaining FP to destroy the turret with a spell; I had her do the latter. When she finally opened the door she was down to 21 VP and I doubt whether she would have survived another combat round ... Of course, Mira could then have opened the door using stealth since the turrets were gone - but Visas had done all the work and taken all the risk, and so the glory should be hers. Equally of course, the battle would have been dead easy with energy shields and/or stims and/or grenades, and it would also have been possible to have Mira draw the fire of Fat Ones and some turrets. But then the battle would not have been that small moment of perfection that is on par with the best that the original KotOR and games like NWN have to offer. Anyway, I am sharing this in the hope that it might give some of you a new idea how to have tremendous fun with the game, and also in the hope that some of you will share similar ideas and war stories right here in this thread. Discuss. "
  20. You are right, the normal way of things in d20 is to get an extra skill point per INT modifier. I must have misremembered something ...
  21. I'll have to disagree with this a bit. The Influence rules are pretty straightforward if you understand the character in question. LOL, I just went to the flophouse in order to have a chat with Lootra and Aidaa (sp?), because for some strange reason this talk is necessary for p*ssing off the Exchange. I experimented a bit by reloading and having different LS chars with me for this but none of them reacted; then I put Kreia in the party, expecting her to go ballistic but instead I got ++INF with her, because she regarded the LS pep talk as nicely manipulative. Straightforward indeed. It also seems that Kreia is sometimes required as a sort of catalyst for NPCs to be influenced by certain actions/events. Just have a look at the influence FAQ to see the straightforwardness in all its glory. Also, none of my NPCs ever achieved alignment mastery in any of my games, even though they were at maxed-out alignment most of the time and I did lots of appropriate deeds in their presence. I was given the impression that this was due to lack of influence.
  22. INT 12 is necessary for recovering the minor mines in the mining tunnels on Peragus, regardless of class. For recovering the average mines in the fuel pipes INT 16 is needed, again regardless of class. Although it could be INT 15 if Knight Valour is available at lvl 7, not sure about that. See the math in an earlier post. (Note: T3 can recover the average mines in the fuel pipes, so it is not really necessary to go beyond INT 12.) My current Guardian started with INT 15 because I wanted him to be able to do everything that was necessary and as much as possible of the other things (e.g. where you could opt to have an NPC do the stuff). I picked Guardian instead of Sentinel mostly because of Frog Jump, and because I still wanted to be able to defeat the five Handmaidens without fighting dirty. Sentinel has an advantage in the old military base on Telos, though, because there is no guarantee that a stun immunity item can be found and there is no guarantee that the Guardian won't fail the save against the paralyzer beams of the droids three or four times in a row (not likely but not impossible either), which would spell death. But then you still have two companions that can bail you out, and one of the Heal spell upgrades cancels stun; not sure if it is available at that point but may be worth a look. The Force link with Kreia opens interesting buffing opportunities. IIRC, in d20 you get extra an extra skill point for every even INT mod, so you need INT 14 to get one extra. So I think the original KotOR got it right and the KotOR 2 scheme is another gimpification. The ability to use a Guardian for a skill-oriented character is one sign of this. I think a well-done soldier class should be really good at fighting and rather poor at skills. Otherwise there would be no give-and-take and no reason to ponder over choices.
  23. My most evil act so far was brokering good deals for the refugees on Nar Shaddaa the peaceful way (by persuading/intimidating the Serroco and lying to the squid), and goading both parties into a fight afterwards. So I fumbled with a lock in order to provoke the Serroco and purposely failed an intimidate on the squid - for second helpings of the quest XP and of course the combat XP and the loot. Needless to say, there were no DSPs and my character retained her light side master status.
  24. In some battles (e.g. Handmaiden quintuple) you have to tank a bit, and these 30 HP could mean that you last another round. Of course, it only matters if you want to fight fair, without shields etc. and without knocking them off the mat (Whirlwind). However, I think it would be better to discuss the overall merits of Guardian and Sentinel in a separate thread. In KotOR 2 the difference doesn't matter anyway (except for Frog Jump). Hehe, read my post again. I am playing on 'difficult' and my Guardian has passed every skill check. The only impossible things so far are a couple of poison mines on Goto's yacht: they cannot even be spotted with 30 Awareness, so whatever their DC is, recovering them is not really feasible because of the skill rank cap of LEVEL + 3 (second planet, so my main char is lvl 19 and NPCs are lvl 18). The highest possible INT mod at that time is 6 (INT 18 at creation, 4 increments); 3 skill points can be gotten from feats and 2 from Master Valour, for a maximum skill rank of (19+3) + 6 + 3 + 2 = 33 without items. Given that the mines cannot even be spotted with 30 Awareness it seems likely that the DC for disarming is somewhere in the 60s, so even an absolutely skill-maxed character would need on the order of 10..20 skill points from items to disable the mines. In an earlier game I had items worth 12 points of Demolition total and I think the Ossus Robe from Onderon gives 4 INT, so it may not be absolutely impossible to disable/recover the mines but you have to sacrifice a lot for that ability and you still need a lot of luck (items). For practical purposes there is little that can be done except disarming those mines the 'Guardian' way, by walking over them.
  25. If it is a dog for sniffing out wells and it is good at it, then it might be a "good well dog", and if it is healthy while lots of the other well dogs are ill then somebody might even call it a "well well dog" but that would be pushing it a little, I guess. :D What I, as a non-native speaker, find grating is mixups of words that sound alike but are very different, as in "Their is no time for fetching there things, their too far away." It seems common among native speakers on web boards (foreigners wouldn't dare to be that sloppy) and there were some instances in the game as well. This is quite different from things like Zherron saying "I hope you talk good." which I find believable and in style for his character.
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