Quintesson 
Join Date: February 5, 2002
Location: Huntsville, AL, USA
Age: 65
Posts: 1,045
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Quote:
Originally posted by Marty4:
Reload, and find a better fighting strategy.
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Quote:
Originally posted by Aerich:
Nothing wrong with reloading. Every fight can be done without having anyone die.
Further, if you go and raise or resurrect every time you lose somebody (which can happen a lot on your first time through the game), you quickly run out of money, or in fact may lack enough to raise your characters.
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blakething,
Ding! Ding! Ding! Ding! Ding! Yes, we have the right answers, above.
First: if I ever lost a character in a battle, I would reload, at least until my Clerics got "Raise Dead" spell. So I save quite frequently, so as to not have to backtrack far.
Second: I only infrequently lost a character. Maybe I am just overly cautious and conservative; but I don't like my characters dying. I take it personally. I suspect there is something simple; or maybe a collection of simple things that you are not doing, that you should; or vice versa.
Are you at the very start of the second level, where you start in a small room and have to go through a door that leads into a large room with rows of columns?
Here is an eclectic list of thoughts, wherein you might find a few helpful things.
1.) Advance cautiously. Trigger as few of the enemy at a time as possible.
2.) Scout ahead with your Thief (hide in shadows) and plan out your battles.
3.) Use pause extensively while in battle.
4.) Having two Mages is nice. Having two Specialist Mages is better. And your Illusionist and Necro are a pefectly complementary pair: My FAVORITE matched Mage set! You should have at least Magic Missile, Chromatic Orb, Web, and possibly Aganazzar's Scorcher and a low-level summoning spell. Focus on Scorcher (if you have it), Web and summoning; then the other mentioned spells, as slots allow.
5.) Remember that your Cleric has spells, too. Since you will need the extra Fighter, I suggest you use Cleric to buff before enemy contact, then switch to fighter mode.
6.) Web keeps archers from shooting. Summons can be used to get archers to not shoot at you. Scorcher (and Fireball, when you get it) turns archers into crispy critters.
7.) Your Mages are probably CLVL4, which means they have 16 to 24 HP, and bite the dust quite easily. Did you know that if you start these guys out with the same stats, except made them Human Fighters with CON=18 and STR at least 15 and DC them to Necro and Illusionist at Fighter[3], that they would now both be CLVL2 Mages with 54 HP? Not only that, but if you stacked your weapon points correctly, they will both be killer archers when they hit Mage[4].
8.) Gang up on archers to take them down quickly.
9.) Use the columns as cover from arrows.
10.) Keep Mages out of sight until archers have targeted your Fighters. THEN bring the Mages out and unleash your magical cannons.
11.) Don't send a 20 HP Mage out into an army of archers to do the Burning Hands thing.
12.) Retreat into the first small room for protection, and force the enemy to take you on one at a time.
13.) Remember that blunt weapons are most effective against skeletons, whereas arrow are almost useless: Do not engage in a ranged battle, unless by doing so you can force a 6-on-1 or 6-on-2 confrontation (in your favor, of course).
14.) Roll your guys with DEX=18, CON=18 and give them good armor, to keep them from dying.
15.) Multi-Classing your Thief as a Gnome Thief/Cleric would get some more Cleric skills into your party. Alternatively, combining your Thief and Illusionist into a Gnome T./Ill. would give you room to scrunch another Fighter/Cleric, Fighter/Druid, Druid, Cleric, Paladin, or Fighter into your party.
16.) This fight (if it is the one I am thinking of) is not tough. There are MUCH tougher fights ahead. Reload until you get lucky or get it right.
Hope this helps.
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What's a party,
without a song?
Bards ROCK!
Party On!!
[ 11-10-2004, 09:38 PM: Message edited by: NobleNick ]
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