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#1 |
Elite Waterdeep Guard
![]() Join Date: February 1, 2002
Location: Chicago, IL
Posts: 15
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Am getting close to finishing... Have been to all of Rapax areas, and now have the ability to portal to Ferro and back to Arnika at will. My problem is that everybody is selling the same things. I mean I can't find a magic nectar for the life of me. As for thrown weapons forget it. And all the nice really good projectiles, i.e. stones, bolts, and arrows, never show up. Even if I leave an area and come back days later. Anna is my best hope, she will have new darts or throwing knifes but that is it. If I scroll the lists it goes on and on with the same stuff. Anna has like 168 Identify scrolls. What gives?
bdedi |
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#2 |
Takhisis Follower
![]() Join Date: January 7, 2001
Location: Mandurah, West Australia
Age: 61
Posts: 5,073
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Buy all the cheap crap and dump it on the floor - clear out the cheapest parts of their inventory, then rest a couple of times. It's a common problem. I always thought that most of the best projectiles (medusa stones and mystic arrows) were more available at Crocks or Kunar's - that is unless you killed them off
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Davros was right - just ask JD ![]() |
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#3 |
Dungeon Master
![]() Join Date: January 6, 2002
Location: My chair
Posts: 66
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Yeah my Ranger is hurting for some decent arrows, he is shooting 2-3 at a time now and keeps running out! Unless I really dig around to all the shops (thank god for the Set/Return to Portal spells), I only can find Bundle Of Arrows to purchase. He's only specialized in using the Bow so it's no good to just hand him a melee weapon this late in the game.
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#4 |
Elite Waterdeep Guard
![]() Join Date: February 10, 2002
Location: Philly
Posts: 40
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If you have the patience for it, one way to get some decent arrows is to make a run through the rattkin tree every so often. I've set up a portal to it and go back once after every map. The wasps are easy experience, but more importantly, the rattkin archers often drop fairly good arrows (frequently vipers). Use Xray to spot the critters; take 'em out; hope for arrows. If you don't get any, take a nap and try again. I didn't say it was fun or exciting, just a possible solution.
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#5 |
Zhentarim Guard
![]() Join Date: January 28, 2002
Location: Dallas, Texas
Posts: 347
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This will only be useful to you depending on how close you are to getting to Ascension Peak - you find lots of barbed arrows up there. I also found quite a few hunter quarrels as well. Also, I've had no problem with getting lots of Mystic Arrows & Lightning Bolts from Ferro.
I've been making it a policy, however, since about mid-game to purchase all of the decent missile ammo I can find any time I visit a merchant and then store the majority of it in Antone's chest (I've got a portal set next to it) so I can always pop back and get more if I start running too low. I think at times I've had as much as 1500 various arrows stored, 1000 hunter quarrels and 500 or so various stones (impaling or better). When you've got two triple-shot crossbows (9x shots a round each) plus two regular bows (6x shots a round each) plus an Omnigun firing various quarrels 4x a round and two sling-users firing 6 times a round, you can run through ammo pretty fast. [img]smile.gif[/img]
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Jem :kitty1: |
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#6 |
Elite Waterdeep Guard
![]() Join Date: February 1, 2002
Location: Chicago, IL
Posts: 15
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Really wish that I had a gadgeteer to make a tripleshot crossbow. My rogue, is stuck with a siege arblesk (whatever).
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#7 |
Elite Waterdeep Guard
![]() Join Date: February 1, 2002
Location: Chicago, IL
Posts: 15
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How many people can cast Portal for you guys? I have two, my MAGE and my BISHOP.
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#8 |
Elite Waterdeep Guard
![]() Join Date: February 10, 2002
Location: Philly
Posts: 40
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I have portals set up for all 6 of my characters (went with hybrid fighters specifically for the purpose of portal mobility).
My Lord sets portal at whatever new place I'm visiting (changes constantly). The monk is set up for Anna's shop in Arnika. (I like using her chest instead of Antone's because I don't have to open a door to get to it.) The ninja takes us to Sadok (the T'rang merchant). The ranger takes us to the Umpani trader (I forget his name). The samurai takes us to the Rattkin tree/Fuzzfas (because we haven't yet reached Ferro). The bishop takes us to Crock. [ 02-11-2002: Message edited by: sloucho ] |
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#9 |
Elite Waterdeep Guard
![]() Join Date: February 1, 2002
Location: Chicago, IL
Posts: 15
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quote: Ok, How the hell do you do that and what level are they so that they can cast the damn spell. |
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#10 |
Elite Waterdeep Guard
![]() Join Date: February 10, 2002
Location: Philly
Posts: 40
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The short answer is this:
The bishop started out as an alchemist and had portal at level 11. All the others got the spell at level 15. The long answer is this: My first time through the game, I found it difficult to believe that 'hybrid' classes were only 4 spell levels behind their specialist spellcaster counterparts. I wasn't surprised when my ranger learned 1st level spells at 5th level (4 levels behind an alchemist), but I was surprised when he could learn 2nd level spells at level 7. I figured 2nd level spells would come at level 8 or 9 and 3rd level spells would drag even further behind (say level 12 or 13). As soon as I figured out that my hybrids were trailing my specialists by only 4 levels, I started over without any rogues, fighters, bards, gadgeteers (or any other non-spellcasters I've forgotten). So when I got to level 15, I expected all of my hybrids to be able to pick up the portal spell. BUT NOT ONE OF THEM COULD LEARN IT because I had been neglecting their magical abilities to focus on combat. My valk in that game cast armorplate and magic screen once/day and maybe a few healing spells; my samurai cast missile shield, x-ray, detect secrets, shadow hound, and enchanted blade once/day, but she almost never got around to throwing fireballs because I was so focused on getting up her sword/dual weapon/critical strike/close combat skills. That's when I discovered this board. And the most helpful piece of information I found was in the 'sticky' folder at the top of each page. I've pasted it here for ease of reference, but it comes from Alex Meduna, not me: _________________________________________ k, i'm posting this here as Sazerac suggested... it's off the official wiz 8 boards, but i'm posting it here cuz these boards are better ; ) and you all might find it useful. "I don't think this is exactly a spoiler, but if you'd rather not know, then stop reading, NOW! I'm not out to give away all the secrets, just trying to ease the confusion about this. To become eligible to learn new higher level spells for your class, you have to meet 2 requirements: 1) minimum level in *THAT* class (not overall), and 2) minimum skill, for *THAT* spell's spellbook & realm. 1) Minimum Level requirement: Pure Caster Classes: Mage, Priest, Psionic, Alchemist, Bishop Hybrid Caster Classes: Monk, Ninja, Ranger, Samurai, Lord, Valkyrie Spell Level .... Min. Class Level ................. PURE .. HYBRID 1 ................ 1 ....... 5 2 ................ 3 ....... 7 3 ................ 5 ....... 9 4 ................ 8 ...... 12 5 ............... 11 ...... 15 6 ............... 14 ...... 18 7 ............... 18 ...... 22 2) Minimum Skill Requirement To calculate your effective skill level for a given spell: * Take your highest spellbook skill (Wizardry, Divinity, Psionics, Alchemy) that the spell in question appears in. Important for bishops or class-changed characters, since many spells appear in multiple books. * Add 10% of your *natural* skill in that spell's realm. This doesn't include temporary skill bonuses such as those from iems. Spell Level ..... Min. Effective Skill Level 1 .................. 0 2 .................. 15 3 .................. 30 4 .................. 45 5 .................. 60 6 .................. 75 7 .................. 90 It's not as complicated as it sounds. Example: A mage, a pure caster, must be level 5 AND have an effective skill of 30 to learn Fireball, a third level Fire realm Mage spell. If he has 30+ skill in Wizardry, he's all set. He could also qualify if he has, say 28 in Wizardry and 20+ in Fire skill (10% rule). Hope this helps... -----signature----- Alex Meduna Wizardry 8 Lead Gameplay Programmer/Designer _______________________________________ Once I got this info, I started the game yet again. I worked on my hybrids' fighting abilities for levels 1-4, but once they got spells, I never allowed them to take a whack at anything until they were OUT of spellpoints. I didn't give them a lot of spells, but I made a point of energy blasting, mind stabbing, acid splashing, and wounding my way through the beginnings of battles. In no time, I was getting through fights without ever nocking an arrow or slinging a sword. I have thrown fireballs at rapax (which is a pretty useless thing to do) just to help increase my samurai's wizardry points. Unlike more conventional combat (where you can set the battle to continuous and take a quick shower), IT WAS A TEDIOUS PROCESS! But hey, I'm an autistic sort of guy. I used the 'l' key (for 'last spell') 6 times at the beginning of every round. (Eventually, I changed my settings so that F1 subbed for my 'l' key just because F1 is easier to find.) Unless you're a nut for improving your stats (as I happen to be), it may be too tedious a process for you. But since you need a 60 in wizardry for your samurai to portal (or, say, a 57 in wizardry and a 30 in air magic), you would have to wait until level 25 to get it if you intended to get the points simply by dumping them in at every level up and never practicing your skill. If you didn't like the long answer, I hope you got what you wanted from the short one. C-ya, Mike |
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