![]() |
In Wiz-7 there's a whole different arrangement for class-switching. You can do it any time you have the stats for the class you want to switch to, losing all excess attribute points, but keeping all skills--and continuing to be able to add points to these skills through practise as well as levelling. You go back to L1 when you change, which is good because you can level again quickly--many players use this to rotate through classes by going to L6 in one class and switching in a pattern that requires only a few attribute points, reloading if the right ones don't increase. This way it's possible to learn all skills and all spells if you take it to extremes. These topica are all in the forum i linked to earlier in this thread, use the Search in there, or read through the titles of the threads.
|
In terms of where you should go first...
1) Beginner Dungeon 2) Phoot Forest 3) Areas around the River 4) Orkogre BTW @SecretMaster T'Shober only has his ghost if he gets killed, and it takes a LONG time for other NPCs to kill him. The quickest he dies is if you kill him. |
Quote:
|
If you save every step that one of your party stays awake (and reload if they all succumb to the poppies), you can go to Dane Tower the short way and get the Mind Control skill a lot earlier than if you go the other way around. This helps a lot vs a variety of conditions.
edith says: oh, Loudhy already said this....well, it's a side trip from the other walkthroughs. [ 10-14-2004, 10:25 PM: Message edited by: Scatter ] |
No need to save, Scatter. If you had a Fairie and used the bag you found in New City ( can't remember exactly : Smelling Salts ? ) you had enough mental resistance to walk through the flowers with a sleeping party but a conscious fairie. I only needed 5 or 6 tries to walk through the flowers that way.
[img]graemlins/monster5.gif[/img] |
i almost never use a faerie any more, and the Deadman's Hair isn't always enough by itself, but it helps a lot.
[ 10-15-2004, 11:16 AM: Message edited by: Scatter ] |
I think I now have a good basic understanding of the game now, thanks to everyone. However, I have just a few more questions.
1. Are there any reagents in particular that I should hang on to? I have a bunch now, and am considering just selling them off, but don't want to shoot myself in the foot. 2. Is it ok to dump keys (and other stuff) that I've already used? Inventory is getting a bit hard to manage lately. 3. Are stat increases at level ups entirely random, or are they tied to class? For instance, is a fighter more likely to improve strength than a mage? |
Stat increases are random. And if you die you lose vitality points, also random (0-2). Not sure about the rest.
|
There can be up to 128 items on the ground in any one zone (where the edge of the map 'dissappears') and nothing gets stolen that you drop, only the first thing vanishes when you drop the 129th. So you can stash things you think you might want later. Personally, i didn't bother much with the reagents once i started getting rings/amulets which gave AC as well as Realm protection. It's always useful to have at least something in everybody's "miscellaneous" slot.
|
I also found reagents to be quite useless once rings were found. However, do as Scatter suggests and just stash them somewhere.
Keys for specific doors should disspear when you use them. So if you still have a key, likely there's a good reason for it. |
All times are GMT -4. The time now is 11:58 PM. |
Powered by vBulletin® Version 3.8.3
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
©2024 Ironworks Gaming & ©2024 The Great Escape Studios TM - All Rights Reserved