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Old 01-16-2024, 05:38 AM   #3
hcobb
 
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Join Date: Aug 2004
Location: Pacheco, California
Default Re: The Crossbow Apprentice

Any crossbow in hand negates any ability to cast spells (at IQ 9) so drop it when casting and pick it up after the fight.
If you suddenly need to cast then you don't have the available movement points to put it away, but dropping an item in hand is free.
The only case where steel in the crossbow is a disadvantage is when you are traveling with staff in hand and crossbow on the back and suddenly need to cast a spell.
Hence no reason to lose a point of damage with a bronze crossbow, or spend an extra $450 for a silver crossbow.

Archer Apprentice, Dwarf wizard, age 20
ST 11, DX 12, IQ 9, MA 10
Talents: Bow, Literacy
Spells: Aid, Fire, Staff
Languages: Common, Dwarvish
Weapon: Staff holly maul (1d+2/1d), longbow (1d+2)
Attacks and Damage: Punch (1d-2)
Equipment: 20 silver arrows, belt pouch, middle class robes, backpack, 2 waterskins, 7 days rations, brand, 3 healing potions, $96 in coins

Can carry up to 88 pounds without slowing down, current load is 27 pounds, so can carry 61 pounds of loot in the backpack without complaint.
Without Missile Weapons (or the memory points for it), this version loses long range high damage missile power.
I wouldn't advise giving up a healing potion for an untalented silver dagger for either version as dwarves hit hard enough without a blade.

By ITL 60 either version is available for rent from the Wizards' Guild for $100/week, which is cheaper than buying a mule.
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-HJC

Last edited by hcobb; 01-16-2024 at 11:16 AM.
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