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![]() At the moment the implementation is not only bugged, but incorrect. So things will be a bit confusing for a while. When viewing a company right now the holdings and alliances tab show ONLY YOUR OWN HOLDINGS AND ALLIANCES - not those of the company you are currently viewing. The reason you cant edit your PvP window is probably because you are not listed as the leader of that company. That should have occurred when you set up the company with Bonny. Set up instructions on the blog request: 1) Company Name
Do you remember if you gave her YOUR name as a leader? I'm not seeing any players listed as leaders right now. I cant really think of any other reason you can't edit your PvP window :/ ![]()
![]() Thod wrote:
Hrm. Yeh I dont know WHAT is going on there to be honest, but I totally agree that it is buggy as all hell. I'll be doing a bit of playing with this myself today so if I have any insight I'll post it up here. Otherwise I'll be filing bugs up the wazoo and It'll need to wait for fixes. Apologies. ![]()
![]() I'm not sure whats happening with your 'doesnt exist' messages and to be honest you'll need to report that as a bug and swing it by QA to repro and investigate... I can answer your other question, however! There is currently no unique settlement UI - instead all the features of your settlement are controlled from the Company UI. To access that use the / command "/companysearch", find your company, and view its details. You can then 'edit' any of the stuff that is currently editable by settlement/company managers. This is not ideal, I know. There is a full company and settlement UI in the works (I should know, I designed it!) but it a while before we can move from this short-term solution to the intended solution. ![]()
![]() Phew, thats a lot of questions. Ryan is correct - a lot of this is TBD. I'll have a whizz through and answer what I can... 1) Keep and auction house are large. Taverns are medium.
Then onto the next lot... 1) Architect: Keep (large)
PoIs and Outposts 1) I'm not sure what you are referring to...
Sorry to be vague on some of this but lots of it is pretty TBD/outline only. ![]()
![]() Suma3da wrote:
These are unreal. Absolutely incredible. ![]()
![]() ProfPotts wrote:
I'm on side with ProffPotts. Allowing this spell to target a section of stone larger than the area/volume permitted by the spell is a serious power upgrade. ![]()
![]() Caldeathe Baequiannia wrote:
That doesnt meet our intended design goals really. I get what you are saying, but I think it is more likely that we will make it somehow easier to switch to new deities when they are released rather than train players incorrectly from the start. That said... and dont quote me on this (someone totally will, I know it ;) ) but secretly its very likely that ALL domains will just end up being available to EVERYONE in early enrollment. The faction system is not scheduled for EE - so there will be no way to distinguish between clerics at all! Even alignment doesnt come in day 1! ![]()
![]() EDIT : Temples can support up to 3 deities IN TOTAL with upgrades. The one you pick when building it and then 2 more as upgrades. As with ALL the large Role structures right now the Cathedral a bit of a weird sell since it only trains Clerics but it takes up a large plot. ITs the same for all of them to start though... The University for example will eventually cover Bards, Wizards, and Sorcerers, but to start with it ONLY covers Wizards. On paper then you may as well JUST build the Academy, which covers Wizards alone... But in the long run (and for the other settlement benefits they offer) the large structures are a much better bet. ![]()
![]() Guurzak wrote:
A Cathedral (which is actually the large Cleric building, not the temple, my error) can have either additional deities added OR paladin training added (subject to alignment) Further down the line there will be other classes that may end up on the Cathedral too (its possible you may like to speculate on what those will be ;) ). So it supports 2+ classes vs. the 3 that others can. Temples (which are the medium Cleric structures) can also support up to 3 deities as upgrades (again, subject to alignment). So thats up to 6 domains initially, and 9 when each deity gets its 3rd domain. Each faith is not a role. There are not 9 roles for clerics and there fore 12 roles at launch. However, faith in Golarion is important and so it is reflected that way in our design. Settlements will be flavoured not just by their class choices but also by their faction choices and a large part of that will come from deity selection. So your question is tough to answer. If a settlement wants clerics of a diverse number of deities then sure! Its totally worth it! If a settlement is more concerned with a diverse breadth of classes then they are probably going to have to choose which (smaller number) of deities best represents their settlement (and are compatible with their alignment.) In short, we believe that this system is both fair and represents religion in Golarion. Being a cleric is not like being a Priest in WoW. You are not just a 'wizard that uses divine magic'. You are a devoted follower of a particular living deity, and as such you must make forsake the worship and associated abilities of other deities if you want to gain power. ![]()
![]() Adding deities is expensive, time consuming, and provides very little in the way of gameplay compared to many other systems. Such a discussion is also a minefield of personal hobby horses. We will not be adding more deities, until that comes up. We will not be adding more domains, until that comes up. If you are keen for these things to come up sooner and keen for a particular deity to get some love - get crowdforging! ![]()
![]() Lam wrote:
I have covered this before so I'll just whizz through it once more. Cleric domains are a TINY fraction of what makes a cleric. MOST cleric abilities - I mean the VAST MAJORITY of them are generic. Spells, orisons, save bonuses, armor feats... the list is endless. The Seminary is the 'generic' cleric building and together with the temple will cover most of what you need for being a cleric. The domains (and eventually faction abilities, which is the same for evey class) are the only thing that is restricted to individual deities/temples associated with those deities. In addition - yes, you are correct - playing a cleric is differnt from playing a wizard/fighter/rogue. That is how Pathfinder works. In Pathfinder it is nigh on impossible to switch your cleric abilities and those available to you are extremely limited by your alignment and deity. In PFO you can change alignment and faction rep MUCH easier, making switching between deities much easier, but PFO is an online Golarion where your religious dedication matters. This does not gimp or nerf clerics. This does not make their advancement harder than other classes. This does not give them fewer options than other classes. This does not introduce any additional XP tax on clerics than on any other class. EVERY class must choose between feature feats and must by each of them individually. Clerics must source these feats from settlements with compatible alignments. This is the major difference between Cleric class features and those of the fighters/wizards/etc. This is a feature of Golarion and it is a feature we are deliberately mirroring in PFO. PFO is not WoW. It is an MMO set in Golarion. Alignment and affiliation matters - it has consequences and benefits for your character, your settlement, and your dreams of conquest. One last quick note - your understanding of clerics and their combat ability seems skewed. I get that you are probably just venting some concerns framed as fact, but I'd hold off until we release more about being a cleric or at the very least you get to play as one with all its skills and abilities in place. I play a cleric every day, by choice, when testing the game. Its awesome. ![]()
![]() Bitter Thorn wrote:
Ok, two things - 1) You are correct. Those domains may not be in the works. As far as I know, in fact, NO domains other than those of the core 9 are 'in the works' because until we get to the point when we are considering introducing new domains we are thinking about other things. This will be in part a crowdforging issue - we will probably need to add 'packs' of deities (and domains) according to their popularity in crowdforging. 2) The cost of domains is minuscule compared to the overall cost of all the other things you need to have purchased to become a cleric. You will have next to no trouble purchasing at least 1 of the domains you want when it becomes available, particularly if you choose to hold onto some XP for that purpose. Holding on to / banking some XP will NOT MAKE YOU LESS POWERFUL but it will mean you have VERY SLIGHTLY fewer character options until the domains you want come out. You might have to take just 2 crafting skills instead of 3. Or take ONLY the travel domain instead of Travel and <whatever> to start. Since you can ONLY slot ONE domain at a time this will not affect your character's power, only his options. On a related note - although you want Liberty and Healing you can ONLY SLOT ONE at a time. Clerics in PFO do not work the same way they do in PF, so its worth keeping that in mind from the start. You will find it very hard to mechanically build an existing (or imagined) PF character in PFO - but of course you can, and we encourage you, to role play with as much conviction as you can muster! ![]()
![]() Bitter Thorn wrote:
I'm not following what is going to be problematic? Can you elaborate? Your best bet for your settlement is to build a temple to Desna (ugh. Butterflies) and live with the Luck and Travel domains. Alignment wise you are all set up for Milani and Cayden when they come along and you can add up to 3 deities to a large cleric structure. There's space for them all in there - and they even share alignment! Perfect! Mechanically you can worship only one of the core 9 deities at launch. You can only gain faction rep with them, you can only build structures for them, you can only learn domains that they cover, and only their favoured weapons (unless they just happen to be in the generic weapons we include) will be included. Now of course you can present yourself in game any way you wish. I totally expect that players will role play as clerics of other deities, but until we get the time to include the art and abilities of additional deities only the core 9 will be represented in game. This is the unfortunate reality of iterative development :/ ![]()
![]() Stephen Cheney wrote: (IIRC, Tork can correct me if I forgot something) You can be a full member of multiple factions, just not multiple factions on the same "layer" of the system. So you could be a member of the Crusaders, Church of Iomedae, and Pathfinders, but not the Crusaders and Hellknights. This is correct! You could even be a member of multiple factions that are sort of similar - like Sarenrae and Iomadae. You may actually maintain faction rep with as many factions as you can manage. Each time you earn rep with a faction you lose major rep with its direct opposition factions and a small amount of rep with ALL other factions. Basically, you'd need to maintain your rep with all factions you want to remain in good standing with. You cant just rack up high Iomadae faction rep then run off and work for Desna forever without losing Iomadae standing. ![]()
![]() T7V Avari wrote:
There will be only the opening 9 deities for a bit. You can switch deities with relative ease provided you keep you alignment on track. Faction rating will be relatively easy to gain, particularly if you are a cleric. It will not take you long to switch deities. It is also possible (it has been discussed but only in outline) that there could be ways to trade in faction rating when if we introduce new theistic content. ![]()
![]() Lam wrote:
a) Each deity offers 2 domains (to start). You can learn both of these but domains are the cleric class feature, so they can have only one slotted at a time. Much like fighters can purchase weapon specialization in multiple weapon groups but can slot only one at a time. b) Only one domain benefit is available at a time. Domains only provide passive bonuses. They do not provide additional abilities. c) None. Domains do not provide additional spells/power per day. Each cleric in PFO picks a deity.
Example: I'm a neutral good Cleric of Iomadae with a positive faction rating with her church. I have the Glory domain and the Sun domain. I can switch freely between these domains when I like. I decide I want to Worship Gorum (or get the strength domain if I am playing in a totally cheesy non-role play way.) I need to move my alignment to something compatible - true neutral is probably easiest (Gorum is CN). I also need to raise my standing with Gorum's faction (which will in turn reduce my Iomadae faction). Now I can go and buy the Strength domain from a Gorum temple. Now I own Strength, Sun, and Glory domains. I cannot slot Sun because I dont have the right faction rating or alignment for it, but I do have the right features for both Glory and Strength (since Gorum offers both). I can still only slot one of these at a time, but I can switch freely between them when configuring my character. ![]()
![]() Kemedo wrote:
Someone with better forum-fu than me might be able to find it, but in Golarion there are no clerics without a deity. Its in the core rule book because the core rules are not Golarion specific, but James Jacobs has clarified that in Golarion all clerics must have a single deity who grants their power. This also means they will all have to select appropriate domains. ![]()
![]() *pops head above parapet* I am into this. I'll have to have a bit of a think about the implications, but it could work if it were super 'spensives. One of the advantages of the Feud system is that the cost is variable according to the power discrepancy between feuder and feudee. This helps prevent too much 'bullying' by larger companies. Allowing feuds against unclaimed hexes doesnt have this balance factor which might be sticky... I'll have a think and watch this thread for the inevitable back and forth! ![]()
![]() Audoucet wrote:
I appreciate your trust. I'm also totally prepared to admit I'm not infallible... I'm designing in the abstract, dont forget (such is the nature of game design!) so who the hell knows... (hopefully me!) But I very much appreciate the trust. I will say though that I, unfortunately, have more info than we have put out into the world - both deliberately (cos some of its not locked in) and just by osmosis, since I've been working on the game for 18 months. So things that seem much more definite/cut-and-dried to me I totally appreciate are still a bit nebulous to you guys. ![]()
![]() Crash_00 wrote:
This is correct. I very much hope these become real towns in game :) One (composite) question though - why does Jason not live in Twoshoesington to start? Or move there at step 2? Or encourage Murderhoboville to raise its rep? ![]()
![]() Audoucet wrote:
I'm not sure what other way I can make it clear, so this'll be my last crack at it. Even in a settlement which specifically EXCLUDES support, i.e. chooses to support the MINIMUM number of things they can, SEVEN classes are still supported. There are only 4 classes in Alpha. There are only 11 core classes in all of Pathfinder. In addition, the choice of which classes to support is made by the settlement, not by Goblin Works. If you want to ensure your class is supported get involved. If you dont want to get involved then you will need to live with the consequences. Pathfinder is a game of agency. Your agency. You, the player. The game extends beyond logging in and killing creatures. If you want to make sure something happens I'm afraid you are going to have to roll up your sleeves and work on it. That is the nature of a sandbox game. I am completely happy to agree that there may be a situation where you cannot train or even be supported in the same settlement as your friend. That is the way the system is designed. If that is your point then you are correct. That is deliberate and meets the design goal. If what you are saying is that you do not like that design goal I cant possibly argue with that :) I hope I have managed to convey the way in which you, the player, get to control where and when those issues occur, and I hope that I have been able to indicate that because of the way the system works they will be rare. It doesnt really seem productive to try and convince you that you will LOVE this design since until you see it in action you will probably remain dubious of it. Its useful to have a dissenting voice because in some cases that raises important points and considerations that send us designers into a frenzy of discussion. Thank you for being part of the crowdforging process. It benefits everyone in the long run. ![]()
![]() Mbando wrote: Could Ryan, Lee, Stephen, Tork, somebody share the rationale for limiting support? Probably not any clearer than we have already, heres a summary since some of these points are spread out across different threads/posts. 1) Encourage inter-settlement communication and travel- Specifically we want to encourage settlements to keep their gates open, at least while their PvP window is closed. 2) Encourage friction within settlement management - dont like the way your settlement is run or the choices they have made? Go and make your own, get elected to the leadership, or campaign for a leadership role in another settlement. Politic. Backstab. Organise a coup. 3) Encourage diversity in settlement creation - Alignment, faction interest, and reputation are mechanics that affect what a settlement can do. Social pressures within management, settlement location, and alliances are all external, non-mechanical pressures that will push each settlement in a unique direction. 4) Create interesting economic and social implications for Settlement - See a niche in the available training in-game? Fill it in your settlement and reap the rewards. First settlement to reach X% standing with a particular faction? Capitalize on that by being the first and only settlement to offer their specific training. Find yourselves in a relatively safe location and able to maintain some good alliances? Go crafting crazy and corner the trade market! 5) Create dependencies beyond the settlement - your settlement cant do everything and there are going to be gaps to fill... Maybe thats martial so you need to hire some mercenaries now and again. Maybe that crafting, so you need to ship in raw materials. Maybe thats gathering/harvesting, so you need to swap all your excess ore for some corn. Whatever the pressure, a settlement should not become a closed entity. 6) Create interesting mechanical balance and imbalance between settlements - settlements should be like characters. A mage can blast you from a distance but will come apart when you get up close. A cleric can play a long game with healing, buffs, and status effect removal for a long time but will struggle to close a battle...
Over all the answer is "your settlement should not be able to do everything". That is the driving principal within settlement systems. I hope from the above you can understand why, but I appreciate that there are players who will always say 'but I want to do X AND Y AND Z'. That, a good game does not make :) This is not a single player game and this is not WoW. You will not be the best at everything, even though you are paying to subscribe to this game. I know that for some players that is a frustrating prospect but that is the nature of PFO. That is the game we are setting out to make. Choices and consequences. ![]()
![]() Audoucet wrote:
Yes. In in the remarkably unlikely situation you describe you would have to find another settlement to join together. OR, since this is a game about interaction you could lobby for Cleric support. If this really is the settlement full of all your friends you should be able to get some good sway going. Hell, you could even often to take your friends out adventuring to raise both the DI (through trophy capture) and the resources to cover the cost of the Cleric structure yourself. If, however, you are living in a settlement where a) your role is super-niche and contrary to their focus and b) you are being ignored by settlement management, you might want to consider a new home anyway. So in this example we can hopefully see the opportunity for both social interaction and meaningful choices. ![]()
![]() Crash_00 wrote:
There hasnt actually been a change, its just that the original quote wasnt quite as clear as it could be... Each tier of structure has a minimum reputation requirement to build. But a settlement's reputation requirement is set settlement wide. So if you want to build high tier stuff you have to have a high settlement reputation minimum. That minimum applies to ALL settlement structures, even if they are crappy. There is only ONE reputation minimum per settlement even if you have structures of diverse tiers in that settlement. ![]()
![]() <Magistry> Toombstone wrote:
I posted 3 sample settlements previously. I forget what thread. Hopefully someone is able to link them for you. I cant be any clearer than that. If that doesnt answer your question you'll need to wait for a another blog post about settlements, which will unfortunately probably be a while now - settlement stuff is a wee ways off. ![]()
![]() Crash_00 wrote:
All settlement buildings have the same reputation requirements. Higher tier buildings cos more DI. If you want lots of high tier buildings get lots of DI. Just the same way as if you want lots of high tier skills you will needs lots of XP. ![]()
![]() <Magistry> Toombstone wrote:
At the cost of other settlement options. This question feels a bit meaningless. Your settlement cannot do everything, just like your character cannot do everything. If you want to have loads of classes supported you'll have to sacrifice crafting and special upgrades. If you want to support loads of crafting you'll have to sacrifice crafting and special upgrades. This is how the game works. If its not for you, its not for you. ![]()
![]() This thread is pretty all over the place. There are a number of different goals and agendas at play and thats making it very difficult for this to become a genuine discussion. I'm not going to wade in on any side or direction, but I am going to summarize what I think are the specific complaints and than address them. Friends who want to play different styles/roles/alignments/reputations will NOT be able to: a) play together : Incorrect.
b) live together : Incorrect.
c) Train together : Correct.
I'd also mention that the reputation system and the role/class/skill limitation system on settlements are ENTIRELY SEPARATE and designed to achieve separate goals. The reputation system is designed to discourage undesirable behaviour. The settlement limitations are designed to encourage interaction between settlements and players. These systems are not connected in the manner implied by much of the above discussion. Hope this helps! ![]()
![]() Dakcenturi wrote: Are there currently any slows/grapples/etc that slowdown or stop your character when you are getting attacked? I notced little ? images popping up above my health bar just not sure what they are since they only have a ?. However, I could have sworn in a fight last night when I got ganged up on that they locked me donw so I couldn't move. There are indeed, and by heavens its brutal! There is a stacking slow debuff that some of the bandit archers apply. The animations/effects are all wrong for it so you just seem to stop dead or slide forward very slowly, but it basically means DEATH right now if you are trying to get away. ![]()
![]() FMS Quietus wrote:
This feels like something of a debate so I'm only going to pop my head in briefly to say: "What differences in basic combat can you be envisioning that would make them very different from theme park combat? It's the same stuff. Even just conceptually, what could be all that different from Everquest, SWTOR, LOTRO, WoW, any of them? You aggro some mobs and use various abilities to kill them. They usually run towards you and try to hit you. You either stand toe to toe with them, or kite them, or CC them, or root them, or AE them, or whatever.
With a definition this broad it is very difficult to say what will be mechanically different - what you are describing here is every killing mechanic in every game ever. However, if we narrow the definition to be more useful, as Quietus does: Its about tactics. The important goal we have for PvE is that the monsters do not behave significantly differently from the way that players would behave - much like monsters in tabletop which are controlled by the GM (effectively an omniscient player). Our monsters will have tactics of their own as well as responding to the attacker's tactics. They will not blindly follow aggro lists, but instead will react to certain types of play. Its impossible to see this in the current builds because there is very, very little AI right now. I believe they currently have ONE aggro list for each encounter, passed between the monsters. So first player to tag a monster is going to get them all on him almost indefinitely. What we want to achieve with monster AI is a system where playing the PvE game is not radically different from playing the PvP game. This is where the distinction lies between PFO and the games mentioned above. ![]()
![]() Mbando wrote: Tork, could help unpack your comments on what roles/parts of roles can be trained/supported? We are getting further and further away from the original blog so I'll do a quick run down on this but it will otherwise need to wait for a bigger settlement post I'm afraid. This is really a discussion about post-towers settlements to be honest. Feat schools train sets of feats. An example is the Skirmisher school. It trains light weapons, archery skills, and feats one would expect characters wearing leather armor to want (dodges, evades, etc.) The Thieves Guild trains rogues. It will have all the ROGUE specific skills like things related to sneak attack/uncanny dodge/etc. So if you want to train rogues you'll need both the Thieves Guild to support rogue specific stuff AND most likely the Skirmisher school, since rogues will also want to learn light armor skills and light weapon skills. The Skirmisher school will also cover lots of skills that light armored fighters, rangers, bards, and archers will want. So it does double/triple/quadruple duty on that end. If you want to support the primary class features of those classes, however, you will also need to build the specific structures required for those classes/roles. Clearer? ![]()
![]() <Magistry> Toombstone wrote: Thanks for the clarifications Tork, it alleviates one of my two concerns. Personally, I'd love to see nation-level support structures that can be used for broad strokes of multiple-class support for its member settlements. In fact, I'm going to go toss that up on the idea board. I'm liking this as a concept, but it does conflict somewhat with our overall design goals. The danger with nations is that they are already inherently VERY powerful and the best levers we have for 'control' are at the settlement level. The reason for both the division of classes/roles among settlements and the fealty systems (companies and settlements) is to to encourage friction and conflict even within alliances. Settlement level is where are best social and mechanical 'controls' come into play. Nations have the potential to seriously shift the powerbase in The River Kingdoms so we need to make sure their mechanical benefits are significant but different from the mechanics of settlements. What we dont want is for a player nation to be able to circumvent the restrictions placed on settlements. But YES pop it up there and we can thrash it out down the line! ![]()
![]() <Magistry> Toombstone wrote:
Quick answers, sorry, I'm just doing some bug writing! 1) TBD. In principal the only advantage nations have is that they can freely move between/train between/and gain preferential training rates between associated settlements. Each settlement will still need to provide support structures for their members. 2) A quick example : The Cleric training facility is the Temple. It is a medium sized structure. The Temple can be leveled up to offer Cleric specific feats up to 1st, 2nd, then 3rd tier. The Cleric support structure is called the Graveyard. It is a SMALL sized structure. It too can be leveled up to support Cleric specific feats to 1st, 2nd, then 3rd tier. The building that trains Cleric (and paladin and likely druid/ranger/oracle) orisons/spells is called the Seminary. It is a medium sized structure. It can be leveled up to offer Wizard specific feats up to 1st, 2nd, then 3rd tier. The support structure for the Seminary is called the Mission. It is a SMALL sized structure. It too can be leveled up to support Seminary skills (including all the classes the seminary supports) specific feats to 1st, 2nd, then 3rd tier. SO - a settlement who wants to fully trains Clerics needs a Seminary (medium) and a Temple (medium).* A settlement who wants to fully SUPPORT clerics needs a Graveyard (small) and Mission (small). In both cases to support them fully they would need to upgrade those buildings with tier 2 and 3 facilities. The only way there would be a power disadvantage would be if your Settlement was too stingy to spend the DI on the upgrades to support your class all the way. *Note there are also large structures that can train clerics but I'm keeping this simple for now! ![]()
![]() Bringslite of Fidelis wrote:
A quick note on this... The level of support offered by the 'kit' settlements is still a little in flux. It is very possible that in fact support will be to the full level of the trained classes in each settlement. In fact I think it is likely. As Lee mentioned he was still spit-balling a bit about exactly how that would work and we're still hammering out the deets. I've been drawing up the sample settlements and it seems likely we will end up with full support for non-trained classes.
About Silly DisguiseGwen Female Human (Garundi-Osirian) Sorcerer (arcane bloodline) 5 | hp 20 nl/31 | AC 12 T 12 FF 11 | CMD 14 | F +3 R +3 W +5 | Spd 30' | Init +1 | KnArc +9, KnHis +10, KnLoc +8, Perc +0 (+3 in shadow, +2 w Hera), Scrft +12, SensM +0 (+2 w Hera) | spells 1st-3/7, 2nd-3/5 | Madcap Female elf Fighter (cad) 2/unRogue (ms, uc) 2 | hp 22/31 | AC 17 T 14 FF 13 | CMD 18 (varies) | F +4 R +7 W +0 | Spd 35' | Init +6 | KnHis +4, KnLoc +7, KnNob +4, Perc +7, SensM +4 | Shonne Female Elf Ranger 2/Transmuter 5/Eldritch Knight 2 | hp 60/71 | AC 22 T 16 FF 17| CMD 26 {27} | F +8 R +10 W +7 (+2 v Ench) | Spd 30' {60'} (Run x5) | Init +6 | Kn(Arc, Geo, His, Loc, Nat, Pla, Rel) +8*, Perc +12* (low-light), Scrft +10 (+12 ID), SensM +1* | Arcane Bond 0/1 | boots of spd 7/10 | wand of clw 4/50 | wand of cmw 9/11 | *Favored Enemy (human) +2 | Lauranna Female Human Cleric (evangelist) of Chaldira Zuzaristan 4 | hp 34 | AC 15 T 10 FF 15 | CMD 15 | F +6 R +1 W +10 (+2 v death) | Spd 30' | Init +0 | KnNat +4, KnPla +3, KnRel +3, Perc +3, SensM +3 | Luck 7/7 | Chan 5/5 | Perf 12/12 | wand clw 34/50 | disguise kit 9/10 | Faeria Illusionist 3 | hp 20 | AC 13 T 13 FF 10 | CMD 14 | F +3 R +4 W +4 | Spd 30' | Init +2 | KnArc +9, KnDun +9, KnGeo +8, KnHis +8, KnLoc +8, KnNat +9, KnPla +9, KnRel +9, Perc +0, Scrft +10, SensM +0 | blinding ray 7/7 | arcane bond 1/1 Lauranna Female Human Cleric (evangelist) of Chaldira Zuzaristan 4 | hp 34 | AC 15 T 10 FF 15 | CMD 15 | F +6 R +1 W +10 (+2 v death) | Spd 30' | Init +0 | KnNat +4, KnPla +3, KnRel +3, Perc +3, SensM +3 | Luck 7/7 | Chan 5/5 | Perf 12/12 | wand clw 34/50 | Rilia Female Elf Bard 2/Cleric of Calistria 3 | hp 31 | AC 16 T 12 FF 14 | CMD 15 | F +3 R +6 W +10 (+2 v ench, +4 v bardic) | Spd 30' | Init +2 | Kn(Arc, His, Loc, Nob, Pla, Rel) +7, KnOther +3, Perc +11 (low-light), SensM +13 (+15 hunch) | Chan 3/5 | Perf 3/8 | Kellek
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