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Old 04-02-2001, 12:18 AM   #1
Mortal
Elite Waterdeep Guard
 

Join Date: March 24, 2001
Location: Chalkis, Evia, Greece
Posts: 29
I know that many of the information here was post somewhere in this forum but I think it should be placed at one place where everyone can find some usefull info regarding the basic elements that define W&W. So here is my little wisdom:

Some things that I discovered or read about the game:

Classes
1. Once you change a character’s class you can’t go back to that class again, so choose wisely. Also you stick with the spell level you had advanced until the moment you ascended. (I realized that too late )
2. Every ability (stat) you gain during a class training remains with you till the end of the game.
3. If you have too many skills (or traits) then if you reach the end of the second column the skills outside your view cannot be trained (changed) any longer.

Guilds

1. Access to any Guild. Your characters can be a member of all the guilds early on. Simply start the quest for a new class, join the other Guild, then cancel the quest. (Never used it, the ascensions workaround worked fine for me. In the end only my Priest didn’t have access to the thieves guild )
Levels
1. If you want good Stats and have a lot of time to kill just get out of the cities run around killing monsters, return to city sell items, get out of the cities run around killing monsters, return to city sell items, get out of the cities run around killing monsters, return to city sell items… I believe you ‘ve got the point. Just DON’T kill the good NPCs! Unless you play a FPVS (Shoot, Kill, Maim, Rape, oops) with an Evil Alignment.
2. Otherwise you can explore the bugs…ops…I wanted to say the undocumented features regarding the Guilds’ Quests and the bonuses in XPs (5000 for killing the leprecahn, every time till the end of the game ). It takes some time to raise them above 5 by changing from character to character but it worths every moment. Just don’t forget to go out and enter every guild you have joined to accept new training on every level change. This works only for the characters who accepted the quest the first time.

Items

1. Use your Ankhs wisely, they are the only mean (except from the Train [ability] bug [feature, feature feature..ok my mistake] where you can continue training over 18) to have some of your basic stats go over the max value (18).
2. The Amulets of silence, healing, and holding can be used to improve the strength of a Warlock, (at least for me they did, I ended up with a Gnome Warlock with a strength of 24 and ten more useless amulets. After 24 the invocations reported failure to improve the value).
3. You can use the Assassin’s Dagger to create more assassins if you pass it to another character during the ascension conversation with Bratsol (Pawn Shop – Ishad N’ha). I didn’t try it but many said that it works. Try it if you like. (Tempus at IronWorks W&W Forum “The pass the dagger trick works. Give the dagger to your assassin to be and enter the pawn shop. The shopkeeper will ask you if you want to be an assassin. During the pause in the dialogue where you answer yes or no, open the character's inventory and pass the dagger to someone else. This is what I did and I have 2 assassin's and still have the dagger.”). Though I haven’t tried it.
4. One more thing that comes to my mind is the All Saint’s Ring which I found the second time I went to the crypt of F’Lokis’Ra, I found it in the secret room above the mummy’s tomb under the table. Hard to spot I may say.

Traits/Skills

1. Merchant: I found very usefull the ability of my basic rogue to have the merchant trait. You buy something cheaper, and then you can sell it for a better price. (Willow arrow +1 [Quantity 10] bought for 385 sold at 1780 )
2. Articacts: Another usefull skill that with a descent level (07 to12) you can ID most of the objects in the game and then sell them without having to pay for an ID.
3. Forge: If you want to spend less money and time on repairing your equipment then train at least one character to a good level on this one. I found 7 to be a good one. (Blessed or Enchanted items require a better level)

Keys

1. You do not need the second Crystal Key from the F’Lokis’Ra Crypt. When you have selected a path (Wizzard Or Warrior) the other locks. (At least in my case did so)
2. For all the other keys I can’t say a thing. As I travelled around a lot in Gael Seran the keys were really handy (at least the DragonSpire Bridge Key). If you plan to check the place after the end, for secrets and hidden chests you missed, just load them on a character you can use a mule in any of the Inns.

Mortal (Aris)


[This message has been edited by Mortal (edited 04-02-2001).]

[This message has been edited by Mortal (edited 04-02-2001).]
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