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#51 |
Elite Waterdeep Guard
![]() Join Date: October 24, 2001
Posts: 17
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Telling us to cheat is a tip? [img]smile.gif[/img]
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#52 |
Red Dragon
![]() Join Date: March 1, 2001
Location: Virginia, USA
Age: 63
Posts: 1,512
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Formations; Use careful planning in this area. Not only will this benefit you in attacking, and fighting but also in certain terrain or other obsticles. Your movements in different formations should always be considered priority. *\Conan/*
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#53 |
Elite Waterdeep Guard
![]() Join Date: December 5, 2001
Location: HI
Posts: 45
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small tip: when being surrounded and all you have is a flat wall to your back, walk and turn your facing so that only the front and one flank is exposed. Then change formations to move the character from the inside flank to the outer flank. I run a 1-3-1 (left-front-right) formation, so switching to a 3-2 formation prevents monsters adjacent to the flank from concentrating on the lone character there.
. better tip: Holy water -- both the spell and item -- is the ultimate Eye for an Eye disabler. This area-effect spell is cheap to cast and most importantly, will not harm you. After a few HW throws and casts, your offensive casters will be of use again. |
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#54 |
Dungeon Master
![]() Join Date: November 7, 2001
Location: Greenville SC
Age: 43
Posts: 92
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This strategy will only work where the terrain allows and is good for groups with a close combat orientation...
If there is a group of monsters with spell casters in it wandering around, and you don't want to have to charge the group and take bloody heck from the spell slingers the whole way there, try the following. Get the group chasing you (but not in combat mode yet) or go to a spot on the map that they are moving towards. Get your back against a wall, preferably one with a crevice. Hit the camp button. If the monsters ambush you, they'll be right up in your face and the spell caster will be right there too, ripe for a good thrashing. |
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#55 |
The Magister
![]() Join Date: November 29, 2001
Location: ohio
Posts: 106
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Having tried an editor{hangs head in shame}i have come up with theres other ways to get what you want by the replace order,want to start a new party with a ninja who has 2 swords create a samurai go into game give swords to ninja replace sam with what you want...chances are you wont have the gold to buy the new equipment but he'l live and its easier on the conscienceness.....plus at least sir tech will help ya out if your in trouble long as you been legit.
qwert
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Qwert<br /> ![]() |
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#56 |
Welcomed New User
![]() Join Date: December 7, 2001
Location: California
Posts: 3
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This is my first post to the board...
Use Pipes of Piercing on Savant Guards/Troopers/Henchmen. They have a lot of resistances, but they seem to take pretty nice damage from Sound. SeiCair |
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#57 |
Elite Waterdeep Guard
![]() Join Date: December 4, 2001
Location: Abbotsford , Canada
Posts: 35
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Seems to me that those houses you can't get into on Arnika road and Arnika Trynton Road are safe havens for resting up.
Also, they're perfect for attacking enemies dues to it's wall configuration. If only I knew how to get rid of those damn leaf sprites!!! |
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#58 |
Elite Waterdeep Guard
![]() Join Date: December 4, 2001
Location: Abbotsford , Canada
Posts: 35
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I am still sticking with my views that a bard or gadgeteer in your party are extremely valuable by even lvl ten.
My gadgeteer has only two gadgets right now. But they become more powerful over use. I can only assume the bard is just as deadly. |
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#59 |
Dungeon Master
![]() Join Date: November 7, 2001
Location: Greenville SC
Age: 43
Posts: 92
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You can get your Alchemist to make different potions when you camp if you save right b4 you camp and then reload the game and camp again. So if you didn't want that potion of light healing, just reload and try again.
I haven't experimented with it too much so I don't know how much is based off you character's Alchemy skill, in terms of how powerful of a potion he can make. Seems pretty random though. ~l8er |
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#60 |
The Magister
![]() Join Date: November 29, 2001
Location: ohio
Posts: 106
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I dont know if its just me or people aint aware of it but potions can be merged with others to make different types after looking around this is some of the recipes i've found:
Light Heal + Mod Heal = Heavy Heal (L15 Alchemy) Mod Heal + Mod Stamina = Pickmeup (L20 Alchemy) Stink bomb + boom bomb = acid bomb Poison Reduction + Light Heal = Cure Poison(L30) Hv Heal + Cure Light Cond = Cure Disease Restoration + magic nectar = res dust Boom bomb + stink bomb = acid bomb Ice bomb + fire bomb = canned elemental Light Heal + Bless = Guardian Angel Sneeze Powder + Flash Powder = Pandemonium Powder Dust of Desication + Concussion Powder = Skeleton Powder powders can also be merged though i dont know how many. qwert [img]graemlins/bart.gif[/img]
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