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Old 05-02-2002, 05:17 AM   #3
Radek
Red Dragon
 

Join Date: April 3, 2001
Location: Prague, Czech Republic
Posts: 1,586
I daresay I can add some improvements:
1. Always play a solo character. You will not be weaker! Quite the opposite! And you get rid of some problems related with character switching in the game.
2. Create "The Chosen One" (a mage - you will never get Stone magic otherwise), two "Chests" (for example, Gourk warriors because of high carrying capacity - Omphaaz is not a good choice because it cannot wear most of armor, i.e., you are losing slots in the inventory), which will sit in the tavern all the time and keep your inventory, and a "Forerunner" (Whiskah barbarian, for example).
3. Send the Forerunner for ankhs - this is the only role of the Forerunner. You can gain the ankhs:
The Crypt:
a) The mummies drop random ankh sometimes - 4 anks.
b) 1 ankh of INT on the Wizard Path and 1 ankh of STR on the Warrior path - 2 ankhs.
c) 1 random ankh in the chest in the Tomb area - 1 ankh.
Total 7 ankhs.
Valeia:
a) 1 random ankh in the chest at the Toad Totem - 1 ankh.
b) 1 random ankh in the chest in the Abandoned House - 1 ankh.
Total 2 ankhs.
Serpent Temple:
a) 1 ankh of FOR, SPI and PRE at the Kerah Statue - 3 ankhs.
b) 1 random ankh in the chest above the Library - 1 ankh.
c) 3 random ankhs in the chests behind Xydussa - 3 ankhs.
Total 7 ankhs.
Shurugeon Castle:
a) Haleabus always drops a random ankh - 1 ankh.
b) 2 random ankhs in the chests behind Haleabus - 2 ankhs.
Total 3 ankhs.
Total 19 ankhs. 9 ankhs are in the chests so that you can save and restart and select your ankh, 5 ankhs are fixed (STR, INT, FOR, SPI, PRE) and 5 ankhs are less controllable because they are dropped by mummies and Haleabus.
Give all ankhs to The Chosen One. Also, the Forerunner will collect 115 skulls (Why? See below), some Spider Eggs, 1 Raptor Egg and some equipment for the Chosen One. Use the Reset Adventure trick (it clears your role history so that you can return to a previously gained role or reset your level back to 1 and gain in skills quickly. Also, the Forerunner becomes a ranger and a paladin during collecting ankhs so that he will be able to heal himself).
4. Take The Chosen One through the career: mage -> warlock -> ranger -> paladin -> barbarian. The ankhs will allow that. This gives The Chosen One all magic shools. Note: do not level up The Chosen One! Wait until The Chosen One reaches SPI 24 because SP gained during levelling up = your SPI.
5. Now, The Chosen One is a barbarian with SPI 24 and all magic schools but he has 7 or so HP and only 20 SP in each magic school. Give him 110 skulls and let him take the "Bounty" quest. The skulls will bring him to level 2 immediately. Level up. The Chosen One gains some HP and also 24 SP in each magic school before he begins to adventure.
6. Run The Chosen One as a barbarian for some time. Keep the magic school skills as low as possible (i.e., do not invest in them at all). Every time you level up, you gain 24 SP in each magic school! When this process stops depends on how low are your magic school skills. My experience: with all magic schools at 1, the process stops after 15 increments. If you do not raise Moon, Fiend, Vine and Spirit to 1, the process stops even later. Well, 15 increments = 380 SP in each magic school = more than enough.
7. Make The Chosen One a warlock. It's time to collect spells. You have a warlock with plenty of HP (the result of his barbarian history) and with 380 SP in each magic school. With every spell, you get next 24 SP in the corresponding magic school. Use the Reset Adventures trick to reset the warlock's level to 1 when your level is too high. This allows you more learning in the guilds and gives you more levellings up, i.e., more skill points.
8. Select a final role for your newly created batman. Delete the Forerunner.
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