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-   -   W&W - First time player (http://www.ironworksforum.com/forum/showthread.php?t=100682)

Wolf Rider2 04-17-2009 06:11 AM

W&W - First time player
 
I've had this game for a while but couldn't get it to work. Now, finally, something has made it install properly. As a first-timer, apart from the "salads" that everybody talks about, what should I look out for?

Bungleau 04-17-2009 09:12 AM

Re: W&W - First time player
 
Welcome to the boards, Wolf Rider2! May your journey through the Gael Serran be fun and profitable...

The salads are the single biggest challenge encounter in the game. A tip o' the hat to the developers... they positioned the salads so they'd sneak up on your back while you're in combat with something else. The effect is devastating.

For a first-time player, the thing to remember is that there's no wrong way to play the game; only choices. Some choices make the game harder or easier than others.

My biggest advice to you... save up skill points. Specialize in a magic school and/or weapon type. It's far better to have one skill at 5 than to have 15 skills at 2... and while I don't remember the *exact* conversion, that's probably not far off ;)

My next biggest... put your attribute points in to INT. That determines how many skill points you get at each level-up. Major important...

My third... there's one exception to the last rule. That's to make sure that you have enough attribute points to let you join other guilds. Guild-hopping is the term, and it lets you take a class-change quest, join the target guild, then drop the class-change quest. You need minimum attributes of 10 across the board and 12 in one or two areas. Once you've connected to all five guilds, put everything into INT until it maxes out.

My last... save your ankhs until later. You can train an attribute up to level 20, and ankhs can let you get up to level 24. Save the ankhs (and other attribute-raising loot) until you get that skill to 20.

Now get out there and save the Gael Serran!

Radek 04-17-2009 09:14 AM

Re: W&W - First time player
 
Salads are far away. They will find you themselves, don't worry :D What to do now:
(1) Equip yourself. Beginnings are hard, especially in WW. Goblins are ridiculous (not so ridiculous for a starting party), bats are a bit less ridiculous, skeletons are stronger than goblins and rats - beware of Skeleton Lord! you will meet one on your way to the Crypt; A Skeleton Lord summons other skeletons and it will continue summoning them until you kill it. Skeleton Lord is a skeleton with a cap on its skull. Spiders aren't ridiculous for a starting party, they can poison you. Nymphs are spell casters but they are manageable. As to the equipment, use the "money generating" trick. Later on, you can start with bare hands and bare pocket.
(2) Do all quests in Valeia. Start with the Temple quests, then do the Armory quests. Mages guild quests wants you to pass the Crypt, most likely the place you enter as the last one.
(3) Upgrade your characters. Mages should become Warlocks. Priests should become Warlocks as well, unless you don't want to lose your ability to use maces. Pure thieves are nonsense, use a Warrior and upgrade him to a Barbarian. The following role changes cannot be made in Valeia: Samurai, Ninja, Bard. If you want to upgrade to these roles then wait until you reach Ishad N'Ha.
(4) Things to do in Valeia:
- Get the Algamesh Amulet and give it to Kerielle.
- Get the Signet Ring. In fact, this is your goal in Valeia. You cannot reach (more precisely, you should not be able to reach ...) Ishad N'Ha without the Signet Ring.

Wyvern 04-17-2009 09:28 AM

Re: W&W - First time player
 
Oh how marvelous - a new player!! :) :)

Bungleau and Radek have already given your super advice!! I hope you will keep us posted on your game's progress and should you have any problems we're here to help! :)

HAVE A SUPER TIME!!!!

Wyv

Wolf Rider2 04-17-2009 11:57 PM

Re: W&W - First time player
 
Right, I've started. I have a male Lizzord Warrior, a female Whiskah priestess, a female Elf Wizard and a male Gnome thief ( I know you said no thieves but I did anyway). Making my priestess a Warlock and my Warrior a Paladin so far. Also, enemies have been really easy to defeat, but there are a lot of them. How am I doing so far?

Bungleau 04-18-2009 12:26 AM

Re: W&W - First time player
 
Sounds good so far! In a regular game, I use thieves as well. Like Radek said, the downside is there's no thieves guild until the second town. I try not to let that bother me too much ;)

Don't be in a hurry to change classes, particularly for spellcasters. If at all possible, let them learn the level 7 spells in their native schools first... they can still be learned later, but it's *MUCH* trickier!

Keep on fighting, healing, and upgrading your equipment. And check it out, too... it will wear down over time and need to be repaired. If it breaks, it's gone... :(

Wolf Rider2 04-18-2009 12:34 AM

Re: W&W - First time player
 
I'll keep all the info in mind. As for attributes, warrior specialises in sword and athletics, priestess and wizard are just their spell groups and thief is keyed for traps & locks. What else should I invest points in?

Eagle eye 04-19-2009 02:42 AM

Re: W&W - First time player
 
Are you starting with just the four in your party..?
In my first game I started with four, but felt the need to add the last two when I entered the serpent temple, but they really suffered as a result of their inexperience and I was constantly having to resurrect them. Throughout the game the two were always a step behind the others.

Having a four man party is fine, but I would recommend adding two more now if there is any possibility that you may need them later on, rather than waiting until you really do need them, and finding them utterly useless.

Bungleau 04-19-2009 09:26 AM

Re: W&W - First time player
 
Don't worry about athletics... it doesn't have much of an impact that you'll care about. I'm sure Radek has the mathematical proof of it ;)

Remember... there's no wrong way to play the game, just choices. Four characters does make it a little tricky, but you can add more later. Or sooner, even. That becomes handy during some battles.

I usually use two wizards to start, one specializing in stone and the other sun. Keep 'em there until they master their 7th level spells... but don't waste your skill points on their primary spell school. Train that in the guilds, which you can do at each level. Put the skill points on the other spell school.

Cleric needs to get level 4 vine and the cure poison spell. Trust me... ;)

Fighters... focus on your weapon. Forget all else.

Thief... disarm trap. It becomes very, very important. When you get to Ishad N'ha-ha-ha, you can start training it in the guild.

Radek 04-20-2009 04:03 AM

Re: W&W - First time player
 
(1) Athletics - among others, it affects time you can spend under water. This gets even more expressed by the Iron Lung trait. Athletics also determines the damage you get when jumping from heights - but this becomes unessential later in the game. I train Athletics to 12.

(2) Thieves: Barbarians have all thieves' abilities, they can train all thieves' skills, they can use all thieves' equipment. In the other words, Barbarians <i>are</i> thieves. Moreover, barbairans (a) get far more HP, (b) can use any weapon, (c) can join Warrior's Guild right in Valeia and train their fighting skills, can join Thieves Guild later without need of "guild hopping" (d) at (warrior's) guild level 5, they get the Stunning Blow trait.
Thieves can do nothing of this: (a) low number of HP, (b) considerable restrictions in weapons and armor, (c) cannot join any guild in Valeia, must wait for Ishad N'Ha (d) no Stunning Blow or any other special trait, everything that is offered to thieves is also offered to Barbarians.
Decide yourself ...


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