11297 lines
288 KiB
JSON
11297 lines
288 KiB
JSON
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"0": "Here is a list of questions we are commonly asked by players of Harvest of Souls and our answers."
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"0": "Depending on the server xp settings, you'll start getting more xp for small creatures between 4th and 7th level. staying home to defend the base and concentrate on creating raiding parties somewhere in this level range is usually a good idea."
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}
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"0": "Yes, there are. They do not give you journal entries but, the best thing you can do is talk to NPCs you encounter around the world and you'll find quests. A quick hint is that there is one that can be started in the Mage's Guild, there is another that can be started in the Wizard's tower, and there are a lot of mini-quests available through the Mercenaries Guild."
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"0": "First. Ask your team leader what they need. Second. Look at the income for your team and if the mana and gold income is low look for mana and gold. Third. Artifacts are often much more effective in the hands of your leader or other members of your team. Let your leader and other team members then tell them what items you find. Fourth. Take control of the four control points in the above ground NW, NE, SW, and SE corners. These are valuable rest spots and locations outside of the lair that builders can construct armies. Also, if you are not the leader KILL STUFF. When you kill things and your leader is in the lair building defenses you give XP to your leader as well and they become stronger. This feature is present so, the leader can remain in the lair and handle defenses without suffering from not being able to get XP due to not adventuring."
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"0": "Next. Learn the maps. The better you know the maps the better you will be able to help your team. Each game try to make it a point to go somewhere you have not been before so, you can learn where things are. "
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"0": "First. The dying system makes items that do not disappear extremely valuable and they do not feel like just another magic item. These are the artifacts that are mentioned in an earlier conversation. Artifact items do not disappear when you die, likewise masterwork items, and Mithril items do not disappear. However, the advice of some is to not play classes that are so dependant on items. Wizards, Sorcerers, and Monks do not have this issue. The other classes can be very formidable and do well but, only if you go out and adventure and find artifacts or if you get the mithril forge and build mithril weapons."
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"0": "The artifacts are randomly scattered across the world. Adventure into as many areas as you can find. In addition, look for guardians since most artifacts will have a guardian watching over the item. In the areas near your base the guardians are Bandit Mage, Yuan-Ti, Krenshar, Gnoll Shaman, Will-o' Wisp, and Invisible Stalker. If you see one of them standing by themselves then it is likely they have an item. You can try to get that item by guile (since it is lying on the ground beneath them) or by might."
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"0": "Yes, there is. You can turn on the Challenging AI by using the Game Setting tool at the beginning of the game before telling it you are ready to play. This AI is significantly more challenging and is definately more challenging than most starting human players."
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"0": "Gold is a precious commodity for every team. If you are playing the dwarves or the unclean then you need to look closely at your units. As the unclean build a lot of Goblin Peons... as the dwarves simply build a lot of dwarven (not dog, golem, etc.) units. They will produce a lot of taxes. For other teams you need to defend the units that give you taxes to the best of your ability even to the point of hiding the units in another area. Then you need to ADVENTURE. There are dungeons hidden away that have large stashes of gold. There are small piles of gold underground, and in general as you become higher in level the treasure drops from creatures you kill improve. The last place that can be effective is to go steal the gold from the chest in another team's lair."
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"0": "The teams have been carefully tested and while you may be having trouble now that simply means you need to try coming at them with a different approach than you have. It is highly recommended you read the strategy guide for this book as it has a lot of detail but, we'll give you some tips on strategies that often work against various teams."
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"0": "Dwarves require soul tokens to make almost every unit they have. If you kill their units and take the soul tokens it will be costly for them to replace them. For this reason dwarves typically have fewer units than other teams and are thus, very suceptible to mob attacks. Also, if you see the Mithril Forge in their lair do whatever you can to destroy it. You will not live long if a smart dwarven leader properly takes advantage of the Mithril Forge."
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"0": "The undead can be one of the tougher teams to play. They can build a lot of weak units for vitually free if they have a good supply of mana. They do not get a lot of taxes so, if you can interrupt their supply of mana or kill off their tax generators you'll be on the quick path to victory. However, one really good thing to consider is playing a cleric with high charisma so, that you can use Turn Undead to brutally punish the undead player. The undead have a disadvantage that they can only build units of equivalent level to the PC who is building units regardless of whether they have lots of resources or not. They are the only team with this disadvantage."
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"0": "The unclean have a major weakness. If you can get into their base or wherever they are storing their Goblin Peons and kill them off then the game is almost over since, that is where unclean get all their taxes which they must have. Also, their units do not stand up well against others. So, find and eliminate their goblin peons even if it means sneaking in using invisibility or running past bigger units on a suicide run. No peons means no taxes means they can't make anymore units."
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"0": "Spiders can be a very dangerous force early in the game when they grow some spiders to large size and send them raiding into peoples bases. You should put some pressure on them early in the game to keep them busy and maybe kill off some spiders in their lair while they are still low level. You should also level up your character as fast as you can and build some units with good damage resistance that can kill off the spiders without causing much in the way of damage. For the undead this unit would be vampires. Get some vampires by your front entry way on guard and you'll be on your way to stopping the spider horde. Upgrade them to master vampires and they'll slaughter any spider units that come. This is not to say spiders are not difficult. They are. But, they can be defeated once you know how to approach them because, later in the game most other teams units over power spider units. They have an early advantage that becomes less and less advantage as time goes on until eventually they may be at a disadvantage."
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"0": "The first rule of the outer planes is to not be afraid to run away and find places you can rest. Do not fight something in the outer planes unless you are fairly certain you can defeat it. In the outer planes if you die your team will lose a soul token. In some games these tokens are required for victory. In other games they simply fuel the building of armies. Do not risk your teams soul tokens by repeatedly dying in an attempt to kill a single creature. Seek out the shadow plane by finding a tree stump with smoke inside. This stump is the transition to the shadow planes."
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"0": "Once you have entered the shadow plane be aware that ANY light source other than a simple light spell will attract creatures that live in the shadow plane. Keep walking until you find the areas that have smoke on the floor in a dense pattern. These will teleport you randomly. Eventually, you will arrive at the last room where a white spiral pattern is on the floor. If you walk onto this pattern you will be returned to your lair in the Prime Material Plane."
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"0": "If you cannot find the shadow plane you can try looking in the North West corner of The Plane of In Between. "
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"0": "This module is a combination of some things from Real Time Strategy games but, is still primarily a Role Playing Game. In fact, you could say that it is not an RTS at all but, has simply more scripts to let you play additional roles you would normally not be able to play. Simply put, you can build armies and harvest resources to fuel those armies. So, you would like to know about what you are supposed to do?"
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"0": "#1 - Set your quick slots up on your charater for quick access to any special tools this module provides you with. If you gain others as the game progresses then add them to your quick slots as well.\n#2 - If you are the team leader build some units that produce taxes right away and stash them in a remote location of your lair.\n#3 - If you are a builder or leader for your team establish some defenders near the exits to your lair."
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"0": "#4 - If you are a leader or builder tell one of your harvesting units if you have them to follow you.\n#5 - Leave the lair and look for a mana pool.\n#5a. - If you have a harvester following you and you are a builder or leader then flag the mana pool as a harvest point using your marker tool. Then talk to the harvester and tell them to harvest it.\n#5b - If you do not have a harvester or are not a builder click on the pool and get the crystal. Take it back to the mana vault in your lair.\n#6 - Look for more mana pools. Establish a flow of mana for your team.\n"
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"0": "#7 - Adventure around the world and gain levels and if you are a builder keep upgrading the type of defenders you have in your lair.\n#8 - If you are in an elimination game try to find other players and kill them if they are not on your team. Send units to raid their lair. If you are playing a soul harvest game then bring soul tokens back to your soul receptacle."
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"0": "<StartAction>RTS - Harvest of Souls - Strategy Guide</Start>\nTABLE OF CONTENTS:"
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"0": "A Guide to Things Possible but, very dangerous:\nThere is really only one thing that falls in this category. If you are suicidal and really want his treasure for some reason you can try to steal from the wizard in the wizards tower in the city. He has stuff upstairs too but, will attack you if you do not heed his warning.\n"
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"0": "A Guide to The Other Areas:\nThere are 4 areas for adventuring that are off of the main map. They all connect BELOW GROUND. So, if you go to the below ground south east area you need to look for a door exiting its south side. This leads to the Realm of Fungus which is the den of the Myconids. If you go to the below ground south west area and look for an exit along its south side you will find The Slave Lords which is a dungeon populated by a lot of Illithid and a Beholder or two. If you go to the below ground north west area and look for an exit along its northern side you will find Dungeon Crawl which is a crypt that has\nsome easy elements but, it also has a Manticore or two. If you go to the below ground\nnorth east section and look for an exit along the north side you will find The hive which\nis a giant ant lair.\n"
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"0": "What is the benefit of going to these places? Well each place may have a little extra treasure lying around. Each place also will have a Strong Mana Pool and an Artifact in it. So, there are reasons to go to them just make sure you are up to the task\nbefore you undertake that adventure.\n"
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"0": "A Guide to the Artifacts\nIn the previous section you will have learned of the presence of artifacts in this game. The artifacts are very powerful magic items. Some of which can only be used by certain classes, alignments, and teams. Some of them are nice magic items created using the standard item properties and others are unique scripted artifacts that can have interesting aspects within the game. There are 46 of these items though only 14 of them will appear randomly in any given game. This means you do not know quite what is going to happen in a game. Each of the 46 items will be discussed in this section.\nYou cannot sell any artifact items but, they are valuable for another reason they are NOT destroyed when you go to the outer planes. Once you have them you always have them unless you drop them. NOTE: Artifacts can be a very good motivation to get you to Multi-Class.\n"
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"0": "Agernis' Talisman of Weather's Fury(Quest Item): This wonderous amulet once belonged to the mage Agernis. It provided great powers and also provided the ability to use the weather around him to cast spells upon his enemies. This amulet is of greatest benefit to a wizard but it can be used by anyone. Bonus wizard spell slots 0 -> 5, Spell Resistance 10, and has special abilities whichcan be used an unlimited amount of times if it is raining or snowing. This itemis most likely to be found if you undertake a quest which can only be discovered by exploring the mage's guild.\nAmulet of Spider's Bane : Freedom of Movement, Fortitude Save +2 (Value if it were allowed to be sold 27406 gold)\nAncient Battle Mage Robes: AC Bonus +2, 3 bonus spell slots 0 level, 2 bonus spell slots 1st level, 1 bonus 2nd level spell slot, 1 bonus 3rd level spell slot, Damage\nReduction +1 [soak 5 damage], Damage Resist Acid [5], Damage Resist Cold [5], Electrical Resist [5], Fire Resist [5] - SORCERER ONLY."
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"0": "Armbands of the Changeling: WIS +3, Magic Resist [5], Freedom of Movement,\nRegeneration [+1] - CAN ONLY BE USED BY SHIFTER. 93364 gold.\nBlade Turner: Plate Mail : AC +2, +1 constitution, Bonus feat: Dodge, Damage Resist Slashing [10], CAN ONLY BE USED BY FIGHTER (value 34966 gold)\nBracers of the Unclean: +2 STR, +1 CON, Regeneration +2, ONLY USABLE by Giant, Goblinoid, Half-orc, or Orc. (Value 54761 gold)\nBug Zapper Creation Tool: This device will allow you to spend 20 mana to create a \nsentry device which can shoot 5 1d6 lighting strikes at insect targets within 10\nmeters of it. This applies to Spiders, Beetles, Driders, and Ants. You also get the\nbonus that it will work on Purple worms as well. (it looks really cool when it is\nzapping things too)"
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"0": "Champion's Belt: CHA +5, STR +1, Hammer of the Gods (20) 1/day, Holy Sword (17)\n1/day, CAN ONLY BE USED BY CHAMPION OF TORM. 96840 gold.\nChrono Device: This device will enable you to advance time by 8 hours... This device\nuses 9 mana to activate it. This has some strategic possibilities. If there are\nvampires on the surface and day time is within 8 hours then using this device\ncould result in all the vampires going up in flames. It also seems to make tax\ncollection time come faster. It does NOT give 8 hours worth of tax and we have\nnot been able to test and see if it causes spiders to grow faster or not.\nClaws of the Jade Dragon: Gauntlets: +2 Dexterity, +2 Wisdom, Damage Bonus +1 acid damage, +1d4 electrical damage, +1d4 piercing damage, +1d4 slashing damage, ONLY USABLE BY MONK (value 63203 gold)."
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"0": "Construct Cracker: +2, vs construct 2d6 bludgeoning, +5 vs construct. (Value 36190 gold)\nDeath's Visage: Helmet : Dark Vision, Immunity to spell school: Necromancy, ONLY EVIL AND CHAOTIC NEUTRAL characters can use it (value 50412 gold).\nDeliverance: Great Sword: +1, +5 versus evil, Holy Avenger, Light 10 meters white, ONLY USABLE BY PALADINS. (value 63718 gold)\nDragon's Breath: Longbow: Attack Bonus +3, Mighty +5, Unlimited Ammo +1d6 fire, ONLY USABLE BY ARCANE ARCHER. 89260 gold.\nDwarven Boots: +2 constitution, AC Bonus vs Giants +4, Darkvision, Save vs Poison +2, Spell Resistance 10 (Value 49001 gold)"
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"0": "Ever Full Bottle: This bottle never runs out of water which makes it handy for exploring the desert.\nFootsteps of the Master: Boots: +1 DEX, +1 STR, Freedom of Movement, Haste, USABLE BY WEAPON MASTER ONLY. 98010 gold.\nFury: Battleaxe: +2, Bonus feat: Cleave, Bonus Feat: Power Attack, 1d8 sonic damage to lawful opponents, Massive Criticals [2d6 damage], ONLY USABLE BY BARBARIAN (Value 60794 gold)\nGloves of Weapon Stealing: These gloves will enable you to steal the weapon from a targeted person once per day. This will not work against artifact weapons.\nGrave Digger: UNDEAD TEAM ONLY : This will let you dig in graves if you should find any and bring forth an undead if one is present. Each grave will only give one unit. It costs 2 mana to use this device and it can only be used 3 times per day.\nHeight Equalizer: Dwarven Waraxe: Damage bonus vs. Orc 1d4 sonic, +5 weapon, Keen, massive criticals (2d8), USABLE ONLY BY DWARVEN DEFENDER. 92540 gold."
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"0": "Last Breath: Dagger: +3 weapon, Keen, wounding DC 16, USABLE BY ASSASSIN\nONLY. 95224 gold.\nMace of Coming Dawn: +1, Dim 5M yellow light, On hit slay UNDEAD (DC 14), ONLY USABLE BY GOOD and LAWFUL NEUTRAL. 33628 gold.\nMagic Bug Eggs: These eggs are dangerous but, if used in the proper circumstance they might be useful. When you plant them in the ground once per day. Within 8 hours a giant beetle of some sort will hatch on that spot and crawl forth hungry. WARNING: You do not control these bugs.\nMana Machine Maker: This device will enable you to build a single mana machine. So, make sure you carefully choose where you wish it to be built. A mana machine will enable you to convert a soul token to 10 mana.\nMind Control Device: This device will for the heft price of 170 mana attempt to force another unit that you select to join your team. It DOES however get a Will DC check versus DC 26 to try to resist. This effect will wear off in 17 days."
|
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"0": "Mithril Forge Creator: DWARVEN TEAM ONLY, This dwarven item can only be used by those of the dwarven lands. It enables the user to spend 50 mana to create a Mithril Forge where armor and weapons of superior quality may be forged for trade and for use. NOTE: Items made with this forge do not get destroyed when you go to the outer planes you get to keep them. They can also be sold to merchants so, if you are NOT on the dwarven team keep your eye on the merchants as you may be able to pick up a mithril item if the dwarven team sells any of them.\nNorthern Cloak of The Winds: +2 AC Bonus, Cold Damage Resistance 5, +2 Saving Throw vs Cold, +1 Listen, +1 Spot, 9061 gold.\nOrcrist the Goblin Cleaver: Yeah we know - this is the only name we stole from Tolkien. J Long sword +1, +2 vs giants, goblinoids, half-orcs, and orcs. 15m light blue. USABLE ONLY BY DWARF, ELF, GNOME, HALFELF, HALFLING, HUMAN. (Value 31392 gold)"
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"0": "Outer Plane Persuasion Device (OPPD): This was created by a lunatic who thought he could study some of the native fauna of the outer planes. He was eaten.\nIt can only be used in the outer planes and uses 10 mana. It will create an\nattractor at the location you specify. Within 30 seconds of its creation the\nattractor will attract some nasty creature native to that outer plane. I wouldn't\nwait around for it if I were you. (This device is also discussed earlier in the\ndocumentation a bit)\n"
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"0": "Permanent Gate Construction Tool: This device will enable you to build a gate between two points. Each terminus you create requires 50 mana. Once the second terminus is created you will be able to use the two gates to move between each other as often as you like. The downside of this is that other people can use it as well. Also this device cannot be used in the outer planes and it can only be used to create a single gate.\nIf a terminus is destroyed then it may be used again. The only known thing that will destroy a terminus is a teleportation interdiction device.\nPlague Carrier: This particular device is nasty and enables the user to transmit a communicable disease to a target. That target can then spread the illness to other members of the same race. It costs 400 mana to use this device and is considered a very evil thing to do."
|
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"0": "Plague of Spiders: SPIDER CULT ONLY : This is a device only usable by members of the Spider Cult. When this device is used and 5 mana is spent it will create 4 small spiders that do not grow, are not commandable and that go straight into Seek mode.\nPortal Gem: This wonderous gem can be used to create a portal between your base and the location you specify. WARNING: The portal remains open until you return through it and may be used by your enemies as well. This device uses 15 mana to activate.\nRing of Bone: spell focus(necromancy) bonus feat, 1 wizard level 2 bonus slot, 5%\nImmunity to negative energy, immunity to necromancy, USABLE BY PALE MASTER ONLY. 92988 gold"
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}
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}
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"0": "Ring of Mana Mastery (Quest Item): +3 save vs Negative Energy, Light 15m Yellow, and a number of useful abilities related to mana. Try it out to use them. If you want this ring speak to the wizard in the tower in the city and undertake his\tquest.\nRing of Plane Shift: This ring enables you to cast plane shift twice per day. This can be handy for escaping the outer planes when you die and other nice features.\nRing of The Hall(Quest Item): This ring can create a portal to a place known as the hall. From this hallway you can reach most other parts of the world in very little time. This makes this a very valuable item. In addition to that ability it also gives +1 level 0 spell slot of (cleric, sorcerer, wizard, or bard). If you are interested in getting this item then you need to spend some time exploring the Mage's Guild. This ring is also a +1 ring of regeneration."
|
|
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|
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|
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"0": "Ring of The Marid: Acid Splash (2x per day), 50% immunity to acid damage, and Water Walk (2x per day)... this gives +25 to swim checks. 34038 gold\nRing of The Undead Slayer: AC +3 vs Undead, Bonus Feat: Extra Turning, Cast Negative Plane Protection 1/day, Cast Searing Light 2/day, ONLY USABLE BY GOOD, LAWFUL NEUTRAL, TRUE NEUTRAL ALIGNMENT. (Value 28098 gold)\nRobes of Fire and Death: Bonus spell slot 4 0th level, Bonus spell slot 3 1st level, Bonus\nspell slot 2 2nd level, Bonus spell slot 3rd level, Cast Animate Dead 5/day, cast Burning Hands 5/day. Damage Resistance Fire [20]. ONLY USABLE BY WIZARD. (Value 73462 gold)\nShadowshroud: Cloak: +4 DEX, +3 AC, shadow shield (13) 1/day, ONLY USABLE BY SHADOWDANCER. 95859 gold."
|
|
}
|
|
}
|
|
},
|
|
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|
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|
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"0": "Short Sword of Keliom (Quest Item): +3 short sword. 16840 gold.\nShortbow of the Horseman: Attack Bonus +2, Bonus Feat: Point Blank Shot, Unlimited Basic ammo (Value 39664 gold).\nSludge Factory Creator: UNCLEAN TEAM ONLY. This device enables the unclean to make a nasty factory of some sort. The sludge factory when turned on will use mana to cast BULL'S STRENGTH on units nearby. This will continue to cast it on any nearby unit as long as there is mana and as long as the unit is not already affected by it. This can be dangerous so be sure to turn it off when you don't need something.\nSoulcleaver: Bastard Sword: 1 pt. Negative energy damage, +4 weapon, +5 vampiric Regeneration, USABLE BY BLACKGUARD ONLY. 94600 gold.\nSpiderweb Cloak: +2 dexterity, Cast Poison 5/day, Cast Web 3/day, Immunity to poison. Hide +10, Move Silently +10. ONLY USABLE BY NEUTRAL and EVIL characters. (Value 54846 gold)"
|
|
}
|
|
}
|
|
},
|
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{
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"0": "Talisman of Changing(Quest Item): This item can be used for 5 charges each use to imbue an item with the ability to keep it from being destroyed when you die. This can enable you to keep items that you really like even after death. If you seek this item then explore the swamps thoroughly.\nTalisman of the Wyrm: CHA +2, bonus bard spell slots level 2,5,6, bonus sorcerer spell Slots level 2,5,9. USABLE BY RED DRAGON DISCIPLE ONLY. 124323 gold. \nTeleportation Interdictor Creator: This device requires 50 mana and when it is used it will create a teleportation interdictor device where you specify. This will prevent a person with the portal gem from using it in the area with the interdictor. The interdictors can be destroyed and only 1 per day may be created.\nThe Divine Sanctum: Tower Shield: AC Bonus +2, Bonus Spell Focus: Conjuration, Damage Reduction +1 [soak 5 damage], Saving throw vs. negative energy +4, ONLY USABLE BY CLERIC. (Value 62273 gold)"
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"0": "The Four Seasons: Scimitar: +1, Cast Aura of Vitality (single use), Cast Horrid Wilting (single use), +3 cold damage, +1d4 fire damage, ONLY USABLE BY DRUID. (Value 62546 gold)\nThe Lyre of Truth: Cast confusion 2/day, cast Fear 1/day, Cast Feeblemind 2/day, cast Legend Lore 1/day, cast Sleep 1/day. ONLY USABLE BY BARD. (Value 60301 gold).\nThe Maze Master's Horn: This object uses 50 mana per use and can send targeted PCs or creatures into a magically created maze.\nThe Tome of Ancient Evil: This object is VILE and anyone good should destroy it. It is likely one of the most coveted items in the game. It has three possible uses. It can be destroyed which is an act of good and is worth 1000xp. It can be used to transform the user into a vampire, or it can be use to obtain 500 mana. If anything but, destroying it is chosen then the book will randomly teleport to a new location in the world to potentially spread its evil some more."
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"0": "The Watcher: Helm: bonus feat: alertness, darkvision, listen +5, search +5, spot +5, true Seeing, USABLE BY HARPER SCOUT ONLY. 93125 gold.\nThe Whip of Fate: Disarm Feat, +2, +1d4 Positive Energy Damage, Dark Vision, On Hit DC14 Stun 5%/ 5 Rounds.\nThe Winter Lord's Armor: base AC:6, Damage Reduction +1 [ soak 5 damage ], Cold Resistance 5, 10% Vulnerability to fire, +2 saving throw vs. cold.\nViper's Fang: Short Sword: +1, Keen, Massive Criticals [2d6 damage], on hit poison DC16 (1d2 strength damage), ONLY USABLE BY ROGUE. (Value 61346 gold)"
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"0": "Whisper: Studded Leather Armor: +3 AC, Piercing resistance [5], Animal Empathy +10, Hide +10, Move Silently +10, Spot +10. ONLY USABLE BY RANGER. (Value 69695 gold).\nYe Golden Rapier: +1, Slow DC16 5%/5 Rounds."
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"0": "Team Specific: Unclean\nThis is a collection of goblins, ogres, giants, trolls, a couple dragons, and kobolds.\nMany of the units produce taxes and a number of the units are upgradeable into bigger things. The single most important thing NOT to do early in the game is to go for the really big units you can afford first. This will be neat until you realize you have very little tax income. Build a lot of taxable units first so you do not stunt your army's growth. To get the kobold units you must have Dragons in play. Kobolds are very cheap mass producible units and cost 50-75% less to hire than an equivalently powered unit from another team.\n"
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"0": "STARTING RESOURCES: 30 Mana, 500 Gold, 1 soul, and a Goblin Peon\nYou either want to build as many Goblin Peons as you can all but, two of them with you to harvest mana pools or you want to build an Ogre and as many peons as you can and once again only take one or two with you. The ones you leave behind not only secure your base but, they will act as backup tax income in case all of them that go with you should be killed.\n"
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"0": "Team Specific: Dwarves\nThe dwarves are perhaps the most straightforward race to play. Every single dwarf unit with the exception of the Golems later in the game produces taxes. So, the dwarves should have a good money flow. Their units consist of fighters, skirmishers, and clerics, which can be upgraded (leveled up) to higher and higher levels until they become hero status (15th level). There are also some specialty units for different purposes and some inexpensive Dwarven Militia (not upgradeable).\n"
|
|
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|
|
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|
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"0": "STARTING RESOURCES: 10 Mana, 800 Gold, 10 souls, and a Dwarven Worker\nBuild a fighter, a skirmisher, and as many workers as you can. The dwarves get a lot of tax income due to their mining operations. Take the workers with you and take them to find mana pools and tell them to harvest them. After that focus on leveling yourself up, and upgrading your units and making more fighters, clerics, skirmishers and such. Also, if you get enough units then this team has an advantage where gold is concerned. You might consider hiring some mercenaries if you find a mercenary lord.\n"
|
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|
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"0": "Team Specific: Spider Cult\nSpiders consist of Drow elves, Spiders of many types and sizes, an Ettercap, and Driders. You will want to build Spider Hatchlings and watch them grow over time. There is an important time in their development where you need to be ready. When they reach the stage of Small Spider they are at the only point in their life cycle where you can interfere and change them to a different breed of spider. If you do not change them they will eventually proceed to standard Giant Spider and eventually all the way up to Huge Giant Spider. However, to get the largest unit of this team you need to change them from a Small Spider to a Small Dire Spider and watch them grow into the Gargantuan Dire Spider. Thus, this team can be slow starting as they need to wait for their units and they may be vulnerable at the early stages in the game. To get the Drider units you must have a Drow Priestess in play.\n"
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"0": "STARTING RESOURCES: 45 Mana, 200 Gold, 3 souls, and a Spider Cultist\nCreate three more spider cultists at the beginning of the game. This will increase your tax base so you have a little more gold to spend. Then create two spider hatchlings in the hall intersection that the people have to walk through to get to the stairs down to area Below Ground - E section. They will grow over time and the enemy has to pass through that area to invade your base. Create two or three more near the exit area to outside so they too can guard that area as they grow. Take two of your cultists with you and go seek mana pools. When you find one have the cultist harvest it. You do not want your cultists to all go with you because, then you risk all of them dying and your tax income will drop to 0 gold per hour. After you have established yourself a bit build some more spider hatchlings and have them follow you around. When they reach small spider stage have them upgrade to phase, sword, wraith, or dire spiders. "
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"0": "A note of warning the dire spider can produce the largest spider unit in the game but, when it reaches that size if your tax income is NOT at least 8 gold per hour it will turn hostile and attack your own units because, it cannot be fed. So do not make ANY dire spiders until you have a good tax base and then make sure you do no more than 1 dire spider for every 8 taxes you produce. It'd probably be a good idea to only do 1 for every 9 or 10 taxes so that you will still have some tax income coming in as well. The Spider Warlock, and Spider Priestess are powerful and produce good tax income. The Spider Priestess is required before you can build driders."
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"0": "Team Specific: Undead\nThe undead that can be created by the PC playing them can NEVER be higher level than the PC. So, for the undead player the most important thing is to go forth and adventure so you level up fast and can get to your more powerful undead. You also want to keep a good supply of mana and an occasional soul. Selling treasures acquired on your travels to the merchants in the game is a good way to bolster your weak gold production. The undead start with the most resources of any team, but they are very dependent on how quickly the player can level. A skilled NWN player will find this team much easier to succeed with than someone just learning the game.\n"
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"0": "STARTING RESOURCES: 100 Mana, 600 Gold, 3 souls, and a Necromancers Lackey\nYou might want to build 3 more Necromancers Lackey's leave at least one in your base and create a skeleton to guard you mana vault, one in the throne room, and one in your entry hall. Then have 2 or three lackey's follow you. Go forth and if you find any mana pools. Flag them with your arrow shaped tool. Set a Harvest Point and then tell one of\nthe lackeys to harvest that point. They will walk to the pool and in a moment they will disappear. You will be notified when the mana is added to your mana vault. Repeat these steps until all your lackeys are back at base. Now do some adventuring on your own to try to raise levels. You have secured some mana and you have a trickle of gold coming in from the taxes produced by your lackey's. When you reach 3rd level build some Servants of The Dark Circle because, they each produce 3 gold per hour taxes and they are a bit tougher. These can be upgraded to Necromancers at 12th level.\n"
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"0": "Information Relevant to All the Teams\nEach team plays uniquely, but there are some things that seem to be stumbling blocks for new players. These things are easy to accomplish once you know of them, but may not be intuitive to a novice player. This can lead to frustration and a sense of being \"stuck\".\n"
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|
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"0": "EXPERIENCE AND LEVELING: In this game the experience slider is set to 100%. This means when you kill something that you will be awarded a lot of experience. If you let your units do all the killing you are given a much smaller amount of experience. The default experience you are given when a unit you control kills something is the victim's CR x 10 experience. So, if a unit kills a CR ¼ creature you will get 3xp where as if YOU personally kill such a creature you will probably get around 200 xp. Gaining the first few levels with your character can be a challenge. The city sewer is a good place to gain your first level, as the rats there are worth 200xp each and cause very little damage. Dwarven players should take the aboveground route to get to the sewers to avoid running into a manticore, but all other players can use underground routes.\n"
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"0": "THE OUTER PLANES:\nThe outer planes are where you are sent when you die and respawn. The first area is called The Place Between Life and Death. For the most part you will typically just run through this area and go to the plane of shadows through the tree stump in the northeast corner of the area. However, if you decide you wish to explore this area there are Mephit and Slaad encounters here which can be much more powerful than an introductory character. This is the outer planes, after all, and you are not supposed to be the biggest kid on the block here. There are also 3 merchants in this area. They will each trade you some items in exchange for Soul Tokens. These items will vanish when you leave the outer planes. These items are as follows:\n"
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"0": "Balor Merchant sells a Light Flask which can be used to CAST a light spell which is the ONLY safe light source to use in the plane of shadows without attracting shadow creatures to your light.\nCelestial Avenger Merchant sells a Sigil of Negative Protection which will enable you to cast Negative Plane Protection on a target a single time. This can protect you from the strength draining attacks of Shadows.\nThe Fey Merchant sells a Sigil of Scorching which will enable you to cast Searing Light at 5th level a single time.\nSo, if you are finding the Shadow Plane to be difficult because one of the other players has caused shadows to proliferate there then arm yourself with some of these items if you can manage to pick up some soul tokens and you will be able to get through there with ease. BE COMFORTABLE WITH RUNNING: This is not like some games where every encounter was designed to be beatable by you when you encounter it. That is great for linear stories but, it sucks for non-linear modules."
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"0": "When you get to the shadow plane there are some things you should know. Holding down the TAB key periodically will highlight enemy and friendly units. This is useful for finding shadow units as well. If you are fortunate (yes fortunate) to be the first player to reach the plane of shadows then hold down tab and turn to your right. You should see a shadow. If you have spells start blasting him. If not then start hammering him with your club. When you kill him you will get some good experience points. If you are 1st or even possibly 2nd level then you will probably level as soon as you kill this shadow. For this reason it sometimes helps to take a weapon focus - club as one of your feats since that is all you will ever arrive at the outer planes with unless you have found an artifact or two. High strength and the power attack feat are also very useful for overcoming shadows' damage resistance. Getting stuck in the shadow planes may seem bad until you start looking at it as a prime opportunity to gain some levels. Then when you do escape back to the prime material plane you are going to be a little more powerful than when you left."
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"0": "How the shadow plane operates in RTS - Harvest of Souls: There are teleportation areas throughout the plane designated by the smoke clinging to the floor near them. The teleportation areas randomly teleport you to 1 of 6 locations. Only the room in the north west corner has the exit to the prime material plane. To prevent you from being trapped here for a ridiculous amount of time on the 10th time you will always teleport to that area but, it typically happens much sooner than that. Alternately, you can descend the well into the lower Shadow Plane and attempt to find the light portal. This portal randomly moves about the area and will teleport you directly to the exit of the shadow plane. "
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"0": "The lower shadow plane is much more open, however, so encounters with shadow creatures are more frequent. The shadow plane is inhabited by 6 creatures. Shadows, Shadow Mastiffs, Shadow Fiends, Night Hags, Bodaks, and Penumbral Lords in that order of power. They appear based on a % chance. The more powerful they are the lesser % one will be encountered. The Penumbral Lord will never be encountered unless the Outer Plane Persuasion Device (OPPD) artifact has been found and is in play. The shadow plane will check for light sources and for every 6 seconds that you have a light source out there is a 15% chance a shadow creature will be attracted by the light. They will appear at a random location in the shadow planes and if they can reach you they will seek you out as long as the light is out. There will never be more than 8 creatures in the shadow plane so it will not create another unit until one has been killed. There is an exception the Outer Plane Persuasion Device could theoretically cause there to be more than 8 creatures. So, now that these laws of the Shadow Plane have been explained there is another nefarious strategy that is used by us often when playing:"
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"0": "Pull out your torch and run through the shadow plane. If you can manage to escape then you know when the next person comes through the shadow plane it is going to be heavily populated by shadow creatures and thus, slow them down. You can use this strategy also if you are just looking for some more shadows to kill and need experience.\nBODAK: Yes I know it is not necessarily a shadow creature and could have been on the undead team but, it looks very cool in the shadow planes (what you can see of it) and I chose to put it there instead.\n"
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"0": "OUTER PLANE PERSUASION DEVICE can be used in the Plane of In Between to create an attractor which within 30 seconds will attract a Planar Worm (uses Purple Worm model). If an attractor is used in the Plane of Shadows it will attract a Penumbral\nLord instead. This can be used to setup nasty obstacles for other players. Of course you have to find the artifact and it may not have been randomly placed in the game you are playing. \nNow we will go back to the prime material plane. Every team should learn that they need to get mana quickly. Go forth and explore. Mana is placed randomly around the map in this form:\n15 Minor Mana Pools - produce 1 minor mana crystal which gives 1 mana/hour\n8 Mana Pools - produce 1 mana crystal which gives 2 mana/hour\n3 Strong Mana Pools - produces 1 strong mana crystal which gives 5 mana/hour\nThis mana is only given per hour when the crystal is in your mana vault so guard it well because other players can steal into your base and abscond with your mana crystals."
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"0": "In addition to the above mana pools there is 1 that is ALWAYS placed in the center of the sewers underneath the city in the center of the map. There are 4 more in dungeons that will be discussed later in this module. Each of these static mana pools is a Strong Mana Pool. The one underneath the sewer is a goal that most players race to get right away in the game. It usually results in some battles between players in the sewers because a 5 point mana crystal is nothing to just forget about and give up without\na fight.\nIn the center of the above ground map you will find a city area. In this area there is an Inn where people may rest, there is a merchant who sells things at ridiculous prices, and there is a wizards tower. Adventurers may also want to check out Murin's Weapon Imports, the seamstress' shop, the Mystic, and the Mercenary's Guild.\n"
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"0": "The Mystic will provide the locations of the two wandering caravans in the game, the merchants and slavers. For a price you can also obtain information about the location of the Tome of Ancient Evil, the Permanent Gate Construction Tool, and the Outer Plane Persuasion Device."
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"0": "The wizards tower has a wizard who sells just about any magic item imaginable. The catcher is that he has a limited supply of each and that the items are destroyed when you die and go to the outer planes. The wizard does not want people going upstairs for some reason and will attack them if they try to do so. He is VERY powerful.\nAlso placed randomly about the map you will find 4 merchants. The merchants are The Fence, The Apothecary, The Blacksmith, and The healer. Each of them will be discussed here briefly:\nThe Fence is the only merchant in the game that will by stolen goods. He also sells the trap kits, and typical thieving goods.\nThe Apothecary sells potions.\nThe Blacksmith sells armor and weapons at a reasonable price unlike the merchant in the city. He also has a better selection.\nThe Healer will heal you for free if you speak to her and she does a very good healing that removes all negative effects. She also sells healing kits."
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"0": "Also placed randomly about the map are 3 mercenary lords who each will sell you two types of mercenaries. This is a way to get unit types on your team that are not normally available. The equation that was used to determine the cost to create units was applied to the mercenary units as well so, even though they may be expensive they are cheaper than something like this would have been if it were made as part of your team. (this equation for units uses mana, and souls as part of the equation so since this is all a GOLD cost for mercenaries the gold amount may at times seem higher)."
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"0": "And finally the last random thing placed around the map is 10 artifacts out of a total of 36. There are also 4 more placed in the various dungeons that will be discussed later so, this brings the total of 14 artifacts per game out of a total of 36 available. You will be able to recognize an artifact is nearby by the presence of its guardian which will be a Yuan-Ti, Krenshar, Bandit Mage, Invisible Stalker, or Will-o'-the Wisp. Fortunately the perception radius of these guardians has been reduced so they will act more like guardians. If you do not get to close and do not attack them they will not see you. With all the random elements the game is different every time you play."
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"0": "Introduction:\nHarvest of Souls combines the adventuring aspects of Neverwinter Nights with aspects of real-time strategy gaming. Resource management, building units, controlling territory, and commanding armies are all aspects of this module. This strategy guide provides an easy way to learn about the game while playing. We hope you have as much fun with this module as we have.\n"
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"value": {
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"0": "I cannot get out of the shadow planes or outer planes what am I supposed to do?"
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"value": {
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"0": "More."
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"0": "Unit Lists."
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}
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}
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},
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"0": "Necromancer's Lackey\nSkeleton, Skeleton Archer, Skeleton Warrior\nZombie, Zombie Warrior, Zombie Lord\nGhoul, Ghast, Ghoul Ravager\nAllip, Wraith, Spectre\nMummy, Mummy Lord, Greater Mummy\nCurst Monk\nWight\nVampire, Master Vampire\nDoom Knight\nSkeletal Devourer\nLich, Greater Lich, Baelnorn, Demilich\nMohrg\nServant of the Dark Circle, Necromancer\nGelatinous Cube (lair cleaner)"
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}
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}
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"0": "Goblin (Peon, Goblin, Shaman, Elite, Worg Rider)\nBugbear\nOgre (Ogre, Mage, Berserker, Chieftain, High Mage)\nEttin\nHill Giant\nTroll (Troll, Shaman, Berserker, Chieftain)\nAdult Red Dragon\nAncient Black Dragon\nKobold (Kobold, Footpad, Healer, Shaman, Thug)\nWorg\nTroglodyte (Troglodyte, Warrior, Cleric)\nHarpy (lair cleaner)\n"
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}
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}
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"0": "Spider Cultist\nSpider (Hatchling, Tiny, Small, Medium, Large, Huge)\nDire Spider (Small, Medium, Large, Huge, Gargantuan)\nPhase Spider (Small, Medium, Large, Huge)\nSword Spider (Small, Medium, Large, Huge)\nWraith Spider (Small, Medium, Large, Huge)\nEttercap\nSpider Priestess\nSpider Warlock\nDrider Warrior\nDrider Sorceress\nSpider Cultist Scout\nEyeball (lair cleaner) "
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}
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"0": "Dwarven Worker\nFighters levels 1-10\nFighter Hero\nSkirmisher levels 1, 3, 6, and 10\nSkirmisher Hero\nCleric levels 1, 5, and 10\nCleric Hero\nDwarf Specialist\nDwarf Militia\nDwarf Night Scout\nDwarven Stone Golem\nDwarven Iron Golem\nDwarven Animal Handler\nDwarven Dog\nDwarven War Dog\nAdult Silver Dragon\nGully Dwarf (lair cleaner)"
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}
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