CamDawg Posted October 24, 2004 Share Posted October 24, 2004 The Lorekeeper really is included this time. More information can be found here: Cleric Remix Page Download Complete Readme Link to comment
Andyr Posted October 24, 2004 Share Posted October 24, 2004 We're running out of numbers. At some point we'll actually have to do some work and reach 1.0. Link to comment
jester Posted October 24, 2004 Share Posted October 24, 2004 Aren't the cleric slots now all filled? I smell TDD syndrome. Link to comment
NiGHTMARE Posted October 24, 2004 Share Posted October 24, 2004 You install each kit individually, so you'll only run out of slots if you install too many components. EDIT: oh, and there are enough new kits included to fill up all slots +1 . Link to comment
jester Posted October 24, 2004 Share Posted October 24, 2004 That was just what I meant and -stupidly- did right now. Now whom to get rid of? Link to comment
jester Posted October 25, 2004 Share Posted October 25, 2004 It is a shame that you can not get rid of the vanilla cleric which now sucks big time compared to the other guys IMO. S/he doesn't get special spells and no weapon as s/he is non-affiliated, but where does s/he get his spells from? Link to comment
CamDawg Posted October 25, 2004 Author Share Posted October 25, 2004 The biggest advantage of vanilla clerics is their faster access to higher spell levels. They get spells of levels 1-6 one level prior to kit clerics, and level 7 spells three levels before kitted clerics (character level 14 vs 17). Link to comment
Caedwyr Posted October 25, 2004 Share Posted October 25, 2004 Its probably answered somewhere, but are the different Specialty priests taken account of by Sim's Virtue mod for purposes of falling? Ie, if the cleric strays from the alignments allowed for that specialty priest type, they fall? Link to comment
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