March 3, 2004, 09:41
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#31
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Civ4: Colonization Content Editor
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Quote:
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Originally posted by centrifuge
...but what about all of these vials of dragons blood, slaad's tongues, poison glands, skeleton knuckles etc. ?
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Dragons blood is good for the blacksmith, the other reagents aren't. But in Eltoora's lab (Many-starred cloak) in chapter 2 and 3 you can craft some magical items out of the other reagents. But you don't need more than, say 2 or 3 of each.
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March 3, 2004, 16:29
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#32
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Deity
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Diamonds, ironwood, fariry dust are good for the blacksmith too. Oh, and gargoyle skulls.
But you'll need a +1 weapon of the right type as well. Off the top of y head, the diamond goes well with a Scimitar or Katana.
-Jam
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March 3, 2004, 20:28
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#33
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And the broadsword. I made one of them, buying a diamond back at around 1000 gold. The improved sword didn't quite pay for that kind of investment.
But at least I have a nifty backup weapon.
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March 3, 2004, 20:30
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#34
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Prince
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On the question of whether a rogue's sneak attack and an assassin's death strike stacks,
I can testify that it does
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March 3, 2004, 20:47
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#35
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Deity
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The +2 scimatar with the extra +1d6 fire damage is worth using the diamond for. Its sweet
Extra fire/cold/acid/sonic/electric damage is great because you can use it to smash down doors and locked chests with ease. They only resist physical damage.
-Jam
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March 3, 2004, 20:56
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#36
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That is what my henchman is good for though.
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I'm building a wagon! On some other part of the internets, obviously (but not that other site).
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March 3, 2004, 21:00
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#37
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Deity
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Wait till you get boots of speed. Then you'll want to disintigrate the damm henchman
-Jam
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March 4, 2004, 04:54
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#38
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Civ4: Colonization Content Editor
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Quote:
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Originally posted by Jamski
Diamonds, ironwood, fariry dust are good for the blacksmith too. Oh, and gargoyle skulls.
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Lol, I should have added "of those he listed", to be clear. To be complete Special Holy Water and Adamantite should be mentioned as well.
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March 4, 2004, 08:56
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#39
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Why is that Jam? If my guess is right, your problem is because the henchman is too slow running and catching up to you. In my experience, if you get too far away from them they just teleport back near you.
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I'm building a wagon! On some other part of the internets, obviously (but not that other site).
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March 4, 2004, 10:53
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#40
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Deity
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No - you always reach combat first is the problem. You want the big ugly half orc to be their first, so YOU are the second attacker (and can make sneak attacks)
On the other hand, BoS are GREAT if you have a rogue henchman and you are the main fighter.
Quote:
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Lol, I should have added "of those he listed", to be clear. To be complete Special Holy Water and Adamantite should be mentioned as well.
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I had a complete list somewhere of all the stuff the smiths could make... I'll have to try and find it again...
-Jam
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March 4, 2004, 11:41
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#41
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Civ4: Colonization Content Editor
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Boots of Speed are always good, because besides increasing mobility they add attacks per round and a +4 AC.
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March 4, 2004, 11:44
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#42
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Deity
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(Although in the PHB they should only increase speed. NWN just makes them apply Haste as a permanant effect)
-Jam
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March 4, 2004, 11:53
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#43
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Emperor
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*duke is amazed at the extent of Jamski's geeky knowledge*
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March 4, 2004, 11:55
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#44
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Deity
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No - be amazed at the depth. The extent is VERY small
-Jam
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March 4, 2004, 11:57
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#45
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Civ4: Colonization Content Editor
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Quote:
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Originally posted by Jamski
I had a complete list somewhere of all the stuff the smiths could make... I'll have to try and find it again...
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Code:
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Marrok will enhance +1 enchanted items for 500GP and the following components.
Adamantine
Axe of the Tall Kin +1 (Double Axe, Light 10m) 1029GP
Sword Saint Legacy +1 (Katana, +1D6 Sonic dmg vs Evil) 1603GP
Rune Hammer +1 (War Hammer, Spell res 10) 1799GP
Sentinel +1 (Battleaxe, Listen+2, Spot+2, Light 10m) 1982GP
Stonefire Axe +1 (Greataxe, +2 Fire dmg) 2219GP
Harbinger Kin +1 (Greatsword, +2 Fire dmg) 2240GP
Sea Reaver +1 (Scythe, Cast Resist Elements) 2626GP
Desert Wind +1 (Scimitar, +1D6 Fire dmg) 3712GP
Diamond
Storm +1 (Light Hammer, +1D4 Electrical dmg) 2205GP
Astral Blade +1 (Longsword, +1D4 Sonic dmg) 2215GP
Chromatic Breastplate +1 (AC Armor+1, 10/- Cold, Fire, Electrical) 2865GP
Dragon Blood
Namarra +1 "Neversleep" (Rapier, DC14 Daze 75%/1 round) 1919GP
Ice Reaver +1 (Hand Axe, +1 Cold dmg, 15/- Cold) 3164GP
Ravager +1 (Halberd, +1D6 Sonic dmg) 3709GP
Reaver +1 (Heavy Flail, +1D6 Cold dmg) 3712GP
Fairy Dust
Fey Spear +1 (DC14 Daze 75%/1 round) 1906GP
Feyduster +1 (Short Sword, DC14 Daze 75%/1 round) 1912GP
Drone +1 (Morning Star, DC14 Slow 50%/2 rounds) 2531GP
Gargoyle Skull
Whitebone Armor (Half Plate, AC Armor+2) 1233GP
Ironwood
Ironwood Mace +1 (Dire Mace, Weigth-40%) 875GP
Gladiator's Club +1 (DC14 Daze 75%/1 round) 1906GP
Foundation +1 (Light Flail, DC14 Knock) 2531GP
Uthgardt Ceremonial Blade +1 (Two-Bladed Sword, Keen) 2596GP
Special Holy Water
Golden Sickle +1 (Animal Empathy +2, +1 L0 Druid Spell) 1124GP
Scales of Truth +1 (AC Armor+1, Fortitude+1, See Invisibility 1/day) 1696GP
Mace of Disruption +1 (+2 vs Undead) 1717GP
Barun Silverblade will enhance +1 enchanted items for 10000-30000GP (you can
use +2 or higher items but there is no benefit).
Adamantine
Axe of the Tall Kin +3 (Double Axe, Light 10m) 7189GP
Sword Saint Legacy +4 (Katana, +1D6 Sonic dmg vs Evil) 14203GP
Rune Hammer +3 (War Hammer, Spell res 14) 16815GP
Sentinel +3 (Battleaxe, Listen+4, Spot+4, Cast True Seeing 1/day, 26295GP
Light 10m)
Stonefire Axe +2 (Greataxe, +1D6 Fire dmg) 7636GP
Harbinger Kin +3 (Greatsword, +1D6 Fire dmg) 12978GP
Sea Reaver +2 (Scythe, +1D6 Sonic dmg vs Elemental, Cast Resist 6550GP
Elements)
Desert Wind +2 (Scimitar, +1D10 Fire dmg) 14343GP
Diamond
Storm +2 (Light Hammer, +1D6 Electrical dmg, 10/- Electrical) 11060GP
Astral Blade +2 (Longsword, +1D10 Sonic dmg) 14343GP
Chromatic Breastplate +3 (AC Armor+3, Armor+2 vs Dragon & Elemental) 7171GP
Dragon Blood
Namarra +2 "Neversleep" (Rapier, DC14 Sleep 50%/2 rounds) 10661GP
Ice Reaver +3 (Hand Axe, +1 Cold dmg, 15/- Cold) 11914GP
Ravager +4 (Halberd, +1D6 Sonic dmg, DC14 Daze 50%/2 rounds) 25628GP
Reaver +2 (Heavy Flail, +1D10 Cold dmg) 14343GP
Fairy Dust
Fey Spear +3 (+1D6 Electrical dmg, DC14 Sleep 50%/2 rounds) 27783GP
Feyduster +2 (Short Sword, DC14 Sleep 50%/2 rounds) 10654GP
Drone +4 (Morning Star, +1D6 Sonic dmg, DC14 Slow 50%/2 rounds) 27788GP
Gargoyle Skull
Whitebone Armor +2 (Half Plate, AC Armor+2, 15/+1) 9710GP
Ironwood
Ironwood Mace +3 (Dire Mace, Weight-40%) 6755GP
Gladiator's Club +4 (DC14 Daze 75%/1 round) 15136GP
Foundation +4 (Light Flail, DC14 Knock) 0GP
Uthgardt Ceremonial Blade +2 (Two-Bladed Sword, +1D6 Cold dmg, 14497GP
Keen, Discipline+2)
Special Holy Water
Golden Sickle +2 (Animal Empathy +3, +1 L0-L1 Druid Spell) 5433GP
Scales of Truth +3 (Splint Mail, AC Armor+3, Fortitude+2, 6661GP
Cast See Invisibility 2/day)
Mace of Disruption +1 (+5 vs Undead, +1D8 Fire dmg vs Undead) 6741GP |
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March 4, 2004, 12:00
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#46
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Deity
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Note : The white bone armour requires Leather armour +1, but makes a suit of half-plate. Don't ask why.
-Jam
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March 4, 2004, 12:02
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#47
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Civ4: Colonization Content Editor
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This screwed me the first time too, when I gave away my precious leather +1, to get an armor I could not wear.
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March 4, 2004, 12:06
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#48
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Civ4: Colonization Content Editor
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By the way, has anyone ever tried that Foundation Light Flail (DC14 Knock)? It seems to be useful for non-rogues, but I never could get that Knock feature work.
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March 4, 2004, 12:13
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#49
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Deity
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It broken too. It asks chests to make a save at DC14, but chests don't have saving throws to make. The script just fals to fire.
-Jam
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March 4, 2004, 12:22
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#50
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Civ4: Colonization Content Editor
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Quote:
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Originally posted by Jamski
...but chests don't have saving throws to make.
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But then they should die instantly, don't you agree?
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March 4, 2004, 12:29
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#51
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Deity
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I have to say it - chests are THE big bugbear of NWN. They are tough, locked, damage resistant, trapped and mostly contain about 3 gp. There are thousands of them too.
I leave most of them, unless I have a FIREBALL going spare
(Note - fireball never asks the chests to make a save for half damage, does it?)
-Jam
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March 4, 2004, 12:48
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#52
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Thats why a rogue henchman is nifty - he does all that sort of stuff for you. If only he automatically unlocked things rather than waiting for you to try first and then run over (eventually) to unlock it himself.
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March 4, 2004, 20:29
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#53
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Civ4: Colonization Content Editor
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I'm just trying that improved henchman AI and inventory hakpak. Boy, it's great!
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March 4, 2004, 21:13
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#54
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King
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Ralph: Where can I find this hakpak? (I'm assuming that it adds hench inventory for the original campaign, where it's not currently supported.)
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March 5, 2004, 02:18
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#55
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Civ4: Colonization Content Editor
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Henchman Inventory & Battle AI mod v1.01 by Tony K
You need to pick the right version. If you have HotU, you can use 1.01. If you only have SoU, you need to get 0.99. If doesn't work with the plain game.
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March 5, 2004, 03:56
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#56
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Deity
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Quote:
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Originally posted by Jamski
I have to say it - chests are THE big bugbear of NWN. They are tough, locked, damage resistant, trapped and mostly contain about 3 gp. There are thousands of them too.
I leave most of them, unless I have a FIREBALL going spare
(Note - fireball never asks the chests to make a save for half damage, does it?)
-Jam
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My wizard usually has so much intelligence, that he can invest in Open locks, search, and disable traps.
Although HOTU does have a few new skills that look interesting (brew potion and such). But I haven't actually used them yet. I still think it is less a headache to just take open locks, search, disable traps, spellcraft, and concentration.
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March 5, 2004, 04:09
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#57
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Civ4: Colonization Content Editor
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A wizard doesn't need these skills. He can always cast Find Traps (3) (which finds and disables all traps in a fairly large area) and Knock (2) (which opens all locks in a large area). Also, if there's a large cluster of locked and trapped chests, he can toss a Fireball (3) at one of it, it usually vaporizes the whole bunch.
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March 5, 2004, 04:20
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#58
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Deity
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but I prefer to keep those spell slots open for the good level 3 spells.
level 2 spells are fairly worthless though, I would have no problem using knock.
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March 5, 2004, 04:54
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#59
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Civ4: Colonization Content Editor
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Quote:
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Originally posted by Dissident
level 2 spells are fairly worthless though, I would have no problem using knock.
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Buffing your henchman for free, or having a Bull's Strength for carrying more loot worthless?
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March 5, 2004, 05:06
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#60
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Deity
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I always use bull's strength and fox's cunning. But you have more slots than that. I usually have melf's acid arrow as well, but I don't use it that much when you get to a higher level.
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