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-   -   Solo Front (Spoilers) (http://www.ironworksforum.com/forum/showthread.php?t=46279)

Scatter 01-10-2004 11:36 PM

Three new Solos underway, and one still hanging on...
Teh latter is at L46 and getting boring. I wanted to get up in those uncounted extra levels, but the thing is just not kicking out enough Armegazers...even Magma Scorchers are a pittance when you need 200000000 more XP for L47. But i do it every once in a while, when i wanna hear Light sssissschhh a few dozen times.

Anyway, the new ones:

Bard/Alchemist. Alchemist L1 (recycling to get bard stuff first) Bard for 5 levels, and Rogue for Stealth. Alchemist for 11 levels (mostly for Portal) One of the 5 Bard levels was actually taken after a couple Alc levels to PP. Then back to Bard, which i was when i finished. (total L27). I fought with sticks, mostly Shillelas until i got to the Doom, and used it to the end. My strategy once i got Doom was to just run up and whack stuff. Worked really well.

Lord. First time i ran a solo without a Stealth level. It was tough early. Couldn't even PP that nice Shield from Burz... But already by the time i got to Al-S (L16) i was relatively fearless. I got me a Light, and DE, and once i had Gold and Infy, i almost never even bothered with the magic shielding. Coulda finished around L20, but i decided to do the Alliance...dragged it out to 29!

Bard/Ranger. Didn't plan it that way, but i decided to take a departure from my usual Fighter or Samurai for the post-Ferro class change. Took 18 Bard levels, so i didn't really have much time left in the game for magic, and i killed Crock, so Portal wasn't important, but i had a Frontier Phaser...and i had PP'd the Estoc from Al-Adryian...

Ragash 01-12-2004 07:19 AM

I'm so damn impressed how you manage to play solo chars.. what are the guidelines for soloing anyway? Are you "allowed" to recruit NPCs? I tried playing a few solo chars, but none of them made it through arnika road. Then again, some 6 player parties of mine had a hard time there in the beginning. Anyway...

I need some solo tips! [img]tongue.gif[/img] I really like the whole idea of soloing, but I think I probably suck at it. What's a good character to start with, and when should I dual or triple class it etc? Some general gameplay tips when soloing would be good too!

Ben Lauritson 01-12-2004 09:30 AM

GameFAQs has a good guide on soloing with a faerie: http://www.gamefaqs.com/computer/doswin/game/30661.html

I'm half-following the solo fairy guide it has there, and it's working out fairly well. It's slow progress, but I imagine it will be worth the effort in the end *drools at the thought of the cane of corpus*

Ragash 01-12-2004 10:21 AM

I tried following that guide too.. got owned on the way to Arnika anyway [img]tongue.gif[/img]

Ziggurat 01-12-2004 08:43 PM

If you go back to a month or two ago, I started a thread about my solo Faerie Ninja. You can read about the travails I had. I didn't use a walk thru. I used some RPCs but after awhile I didn't need them. In fact, they may have made it harder! I also switched to a Bishop for protections, then back to Ninja. A solo is slow and frustrating, though. I'm back to my favorite size, a 4-party (Lord, Gadgeteer, Alchemist and Bishop in this latest one).

Scatter 01-13-2004 01:23 AM

Yah, i disregard most walkthroughs and go in different directions depending on the character/s. But i think the reason i survive is the amount of practise i give my characters. And most of the time i pick pockets, which is another advantage.

I don't use RPC's, and i would say if you used them most of the game, it wouldn't be a solo.

As to what solo i'd recommend as a 'starter', i'd say Bard, probably Hobbit, with a Thief level around L5 for Stealth. Then go to L19 altogether as a Bard, and switch to Fighter. I took a Fighter level in between there to better handle El-D and Al-S (Infy Helm, etc). I fought with dual Sword and Dagger starting L6. No Light this time, but Fang and Stiletto were sufficient to the task. Maybe if you get Muramasa you might go to Samurai, or if you get the Estoc, to Ranger.
The one thing you may really notice the lack of is Element Shield. The only place this really proved troublesome for me was the few fights in the Rapax area where there were Samurai. And Nebdar got in a good Nuke before i got to her, that hurt. Scorchers can be tough without Element Shield, but they tend to run out of ooomph after a couple rounds, and they don't do more damage than Heavy Heal fixes if the Magic Screen is doing its job.
And Solos can ignore Turncoat, and mostly ignore Insanity.

I just started another Solo, this one's gonna be Bard/Gadgeteer (/Rogue)

Ragash 01-13-2004 02:19 PM

When you say you take a Thief level around L5 for Stealth, you mean you practice stealth until you max it? Or do you get to keep the skill when you switch back?

Nightowl2 01-13-2004 06:32 PM

You keep the skills you have when you change class, though some may not be available (for instance, going from fighter to mage, you can't use a sword any more, but you still have the skill).

However, even if you keep the skill, if it's not a class skill for you, there is no way to improve it. I suspect he takes the skill and maxes it out before switching to a non-stealth class.

<cenetr>Nightowl2</center>

Scatter 01-13-2004 09:48 PM

I just let some Seekers miss me for a thousand rounds or so, while i go do something else. Stealth will max from the 5 you get in a couple hours. ("real" time) Game time can vary, depending on how many are shooting at how many; anywhere from a couple days to a week or more.

[ 01-13-2004, 09:50 PM: Message edited by: Scatter ]

Ragash 01-14-2004 01:32 PM

I tried the hobbit bard, but what do you do for healing in the start of the game? Even with the potions of light heal I pick up I run out of hps fast.. and levels come quick when you're both solo and in the beginning of the game, so I'm level 5 pretty quick for the dual-classing to rogue.. how do you survive the seeker onslaught at that level? There's no way I could set combat to continuous and just leave, I'd get butchered in a matter of rounds [img]tongue.gif[/img]

Another thing that's bugging me is the weight, a solo char can hardly carry anything, and you still need to carry loot to get money right? If you're not an alchemist, but the hobbit bard doesn't have alchemy skills.. as I'm typing this I remember that he's got the pickpocket skill, but is that lucrative at all?

I have a feeling I'll be editing this post 20 or so times, I had a heap of questions when I started and they're all gone now ;)

EDIT no 1: Ah yes, an addition to the stealth question.. won't the critters run off when you're at about skill level 60-70? They always did that for me when I tried doing a solo faerie ninja (with a sidekick healing priest since, as I said, I'd get slaughtered otherwise).

EDIT no 2: Oh, and there's no difficulty setting bug is there? I played Normal in my first two games, but when I thought they made it too hard for me on occassion I switched to Novice in my third, and I swear it actually became harder!

[ 01-14-2004, 01:36 PM: Message edited by: Ragash ]

Scatter 01-14-2004 03:09 PM

With only one char, you don't need gobs of cash, and you don't need to lug stuff around to sell. Just keep the lightweight magic stuff, and you'll have enough even without picking pockets.
I do pick pockets, it's very lucrative. It's also good for getting some nice armor from Burz, to wear so you don't get hit as often. Healing shouldn't be a problem if you just hole up (camp) whenever your HP are a bit low.
If you stay at Seekers' maximum range (edge of Thrown) they hit much less often, and for much less damage. I do monitor them for a bit, but as soon as your AC is around 10 (get the Hunter's Cape and the Ring, and if you're lucky, another ring in the coffins, and a Round shield or even a Heater), there's usually no problem. As for their wandering off, there's a couple answers: Large groups or two groups won't wander off as often, and there's also a couple places you can "trap" them--the control room in Upper Monastery, and the garden behind the Phooney statue in the same zone; for that one if you sleep them to end combat, you can close the door, and they can't get far enough away to disengage. It's also good to make sure your Music is around 20, so you can put them all to sleep long enough for combat to end (if you're on Defend) so you can save every once in a while.
Difficulty settings don't have a bug, that i know of...

Ragash 01-14-2004 03:18 PM

Again, I guess I just suck then ;)

Those are good tips, I'll apply them in my next attempt! Reading this forum always make my fingers itch for Wizardry...

Scatter 01-15-2004 03:29 AM

Just started a new one: Bard/Gad. Gonna get 5 Bard levels (magic screen) 1 Rogue (Stealth) and 8 Gad levels (X-Ray). Then Bard until i can play the Renaissance Lute, and then prolly Fighter. Unless i finish before then.
She's a Hobbit, starting with Sling until Throw is around 30 (gotta work those bombs!) then Bow, and Longsword/Dagger--unf the Omni won't be worth it. If only Bards could use Modern Weapons...(can you say, "Frontier Phaser"?)

Ragash 01-18-2004 07:59 AM

Scatter:
(get the Hunter's Cape and the Ring, and if you're lucky, another ring in the coffins, and a Round shield or even a Heater)

With a senses score of 50 I can't seem to find the first ring of protection in the cell.. Incredibly annoying. The forest cape I don't even know where it is ;)

ferro287 01-18-2004 11:28 AM

iirc the hunters cape is in one of the crates in upper monastery.

Scatter 01-18-2004 03:00 PM

If you stand right where the ring is (pretty close to the tattered note) and hit the search button, you should find it with 50 SEN. The only thing i couldn't search out with 50 SEN was the mod heals on the barrel just past the corner with the hidden short bow and unhidden darts, and the Buckler and bomb on the shelf past the Fish. (need Scouting around 20 for those last ones)

(edit) Hunter's Cape is in the 'inner' crate.

[ 01-18-2004, 03:01 PM: Message edited by: Scatter ]

Ragash 01-18-2004 03:16 PM

Yeah, I always loot the crates, I just didn't remember what was in them.

A little update.. Stealth is now 100, locks and traps are at 55 (for the rogue that is, I guess it'd be around.. 42 or something for the Lord so I guess I have some training left to do). At the moment I'm using a rapier to raise the sword skill and still be able to backstab with at least one weapon.. using Shillelah in the off hand just to get S&W up. I don't really know why [img]tongue.gif[/img] Just in case I find some staff the Lord can use later I suppose. Dagger is in the 70s, so that's always an alternative.

Gregor wasn't too much of a problem once I got stealth to 70. Took me a few tries. Still clinging to level 1 [img]smile.gif[/img] More to come!

EDIT: OK, this is one hour later and raising the L&T skill above 60 (rogue levels) is hell! It took me around 25 inspects to get it up below 60 and now it suddenly takes 35+ tries. I like training, but this is ridiculous [img]tongue.gif[/img] It'll have to be enough I think. Or I'll just keep going. Haven't decided. Must eat.

[ 01-18-2004, 03:54 PM: Message edited by: Ragash ]

dplax 01-18-2004 06:08 PM

Are you going to try to make it up to Arnika with lvl 1?
It has already been mentioned several times, that training takes a lot of time. Especially l&t and stealth (I think scatter had mentioned thousands of rounds of continous combat).

Ziggurat 01-18-2004 08:13 PM

I made it to Arnika at lev 2 with no special training beyond a few laps around the lower monastery. It was a 4-party. If Ragash handled Gregor at lev 1, he/she has a good chance of making it to Arnika at that lev if so desired. There will be some running and luck once you leave the Monastery.

Ragash 01-19-2004 11:18 AM

I didn't actually get to the seekers before my stealth was 73 or so, had to melee it up in the lower monastery before I could take on Gregor. Took about 130 game days (granted this was to increase melee skills as well). Even then, getting stealth to 100 took around 2700 turns of continuous combat. The last 3 levels alone took a good 800-1000 rounds. I'm almost at 150 game days now without having left the monastery, so I'm no stranger to training, I just figured that the locks and traps skill is high enough for the Lord. The skill would be 46 for her now, and with the poseur's cap, 56. With a few knockpicks (knock-knock pl 3) I should be able to lockpick anything but the hardest locks and disable almost any trap. Of course, the lock in Nebdar's room is pretty damn complicated, but I don't think there's anything critical in there anyway.

That's my reason for stopping the training. I won't, though. I want this char maxed [img]tongue.gif[/img]

I realized I still have a question, however.. do you need more than 12 in pickpocket to succeed with Burz? Or is it just a pain? Are the NPCs in Arnika easier or harder? I may have to get another level of Rogue otherwise (in which case I'll tear my hair out for clinging to level 1 for so long ;) ).

Nightowl2 01-19-2004 04:11 PM

You can also equip a Thieves Buckler for another 10% to locks&traps.

The NPC's in Arnika vary. Antone, for instance, is really tough. Anna not too bad. I don't recall the rest now, as it's been a long time since I bothered to pick anyone's pocket.

<center>Nightowl2</center>

Scatter 01-19-2004 06:11 PM

Burz is tough up to about 25, but you can get a few things with 12. Lorrac is the easiest in Arnika, then probably He'li, Anna, Vi, Tramain, Myles, Braffit and Antone, in that order (with Burz somewhere around Vi). I can't compare Urq and, uh, that other Mook, because by the time i get to them my PP's a lot higher.
BUT if you start with Tramain, then you'll have the Ankhs of Dex and Speed to make your skill go up faster...

Anyway, some news of my own:
My Bard/Gadgeteer has ascended! The most useful gadget for me at the end was the Superbelt. The finish wasn't too bad, i made the whole game with only one reload due to being killed by monsters, and that was me trying to get into Bayjin @ L9. (reloaded and went somewhere else for a while)
And the one who's going for "beyond 50" hasn't seen much action, she's still about halfway to L47. Aside from that, no other Solos, just a Duo (Priest and Samurai) and a Trio (Rogue Alchemist Bard)

Ragash 01-20-2004 11:13 AM

Kickin' advice as always!

The priest/samurai duo sounds interesting, Scatter. I find it hard to protect the caster in a duo like that though.. some battles are hard to get cover in, so I end up with my back against a wall or in a not-tight-enough corner. That usually ends with the caster dying (I SWEAR they're aiming for the weaker guys).

And ascending with only one reload in the entire game is nothing short of amazing.. I know people have finished iron man solo games before, but I'm still impressed. My little lvl 1 rogue has been killed at least a dozen times by inspecting traps alone [img]tongue.gif[/img]

Ragash 01-20-2004 01:42 PM

A little update again after the tedious L&T training is over with.. made it to Arnika with the little level 1 rogue and I'm about to start the pickpocketing. She had no problem slaughtering anything A-road threw at her, though she had some stamina problems against 7 level 5 wasps. Luckily I'd brought some potions of mod stamina from Burz. She lost a total of 3 hps the whole way because a bandit hit her with a throwing knife. This solo handles herself better than my 4-character party I previously considered my most kickass party yet [img]smile.gif[/img] And she hasn't even leveled yet.. I can imagine how she'll be with more training and a couple of Lord levels [img]smile.gif[/img]

Well, it's a bit later now, and Lorrac is sporting her perception skills.. I made a separate save file and checked how much PP skill I needed before I could steal from her, and I had to level up to 5 before I even got one without her noticing me.. she'd notice the one after that though. So much for trying to stay level 1.

[ 01-20-2004, 02:26 PM: Message edited by: Ragash ]

ferro287 01-20-2004 03:09 PM

Well, just dip in the n. wilderness retro for the filchers band. shouldn't be hard at lvl 1, or? ;)

Nightowl2 01-20-2004 03:35 PM

Just want to point out that Divine Trap is a Priest (Lord) spell, which can help a lot later when you switch class. Also, once you change to Lord, while you keep your L&T skill, it isn't a class skill any more. Therefore, you can wear the poseur's cap (if you still have it) along with the thieves buckler for 20% to the skill.

<center>Nightowl2</center>

Ragash 01-20-2004 04:15 PM

Filcher's band or no, I think I'm screwed [img]tongue.gif[/img] I've been neglecting the fact that the numbers "1.2.4" are printed on my Wiz8 cds. Oh well! You wouldn't happen to know how you revert back to the beta patch, would you? ;)

dplax 01-20-2004 06:13 PM

I think the northern wilderness alone has a bit higher min monster level than level 1. But it would be interesting to see whether a lvl 1 character could complete any of the retros.

Scatter 01-20-2004 08:45 PM

Hah. Well, you'll have plenty fine toys as a Lord without PP, just have to sell more drops...And you can get another Filcher's BAnd where the Breeders are. (You'll find out)
L&T really doesn't have to be above 60 if someone has Divine Trap, and if you also have Knock, 40 is enough, especially if you also add on the hat and shield.

ferro287 01-21-2004 05:08 AM

@Ragash, you can train PP with Version 1.2.4 (just more cumbersome).

@Scatter I wasn't sure where the band was located in the dungeon, I thought if it was close to the entrance it might be possible to grab it. Ofc it's all the way through, so getting it at lvl 1 doesn't seem tempting, but you don't want to kill the breeders at lvl 1 either, do you? You'd need two strong NPC's to carry your body i'd say [img]tongue.gif[/img]


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