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Old 04-26-2002, 07:21 AM   #1
Noble Wolf
Dungeon Master
 

Join Date: April 26, 2002
Location: Gold Coast - Australia
Age: 60
Posts: 64
I have found that if you start all your charaters as wizards - with stats that will get you into the other guilds straight away or soon after start(use the "apply for change and then quit" process to join all the guilds). Then progress your wiz through - 9th level wizard - 9th level paladin - 9th level ranger - 6th level bard - any level barbarian(use this change to "level up" on any low skills) - 8th level samurai - then DECIDE weather you want your final charater to be either Warlock, Ninja or Assassin and either go through 7th level ninja or 9th level Warlock. You end up with a charater that has ALL books of magic has gone to 23rd or 24th level stats(use Ankhs). and can KILL anything in or out of the Gael Serran by magic, weapon or just that really mean stare, - and all this before you leave Ishad N'Ha. My Game group is made up of 3 yes THREE charaters only and most of the time I adventure with only 1. That way each adventurer gets maximum EXP.
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Old 04-26-2002, 08:08 AM   #2
Wyvern
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Join Date: January 7, 2001
Location: Rural Paradise, MI
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Welcome to the board, Noble Wolf!!!

Great Tip!! How about adding it to the BEST TIPS thread??

Thanks for posting this tip. I'm sure many players will find it most useful!

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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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Old 05-02-2002, 06:34 AM   #4
Noble Wolf
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Join Date: April 26, 2002
Location: Gold Coast - Australia
Age: 60
Posts: 64
Thanks Radek

[img]graemlins/wizardtrouble.gif[/img]

I've hard-coppied that so that I can diggest it for a while. I'm in the middle of a solo game that I started with a pure "pleb" wizard ( even accepted the crummy initial stats on the first roll).But when I get through I'll definately be trying out one of these "demi-god" creatures of yours.

again - many thanks!!! [img]graemlins/merlin.gif[/img]
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Old 05-02-2002, 08:45 AM   #5
Wyvern
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Join Date: January 7, 2001
Location: Rural Paradise, MI
Posts: 5,701
Radek - add that to the Best Tips thread too please!!!

(sooooo much useful information!!)

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Old 05-02-2002, 05:30 PM   #6
Loumistro
Drizzt Do'Urden
 

Join Date: May 25, 2001
Location: Monticello, IL, USA
Age: 37
Posts: 630
I did the same thing but only created one warrior let him get to the maximum level without going to the second dungeon and made him a barbarion and restarted. I continued with the barbarion until the second level then got a ranger and restarted. got all the spells I wanted then got a samuri before entering surgeon and restarted went through the game with him twice killing every thing both gods the dragon and oakimir and got him up to level 537 and made another role change he is now a Zenmaster at level 432 and is pretty powerful.

Oh ya and there is a little trick to playing more than the amount of saved games it allowes you to have go under the save files and move them around and delete the ones you don't want any more that is how I have about 50 different game going at the same time.
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Old 05-03-2002, 10:19 AM   #7
Ryanamur
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Join Date: March 29, 2001
Location: Montréal, Canada
Age: 49
Posts: 1,763
Radek, few things,

1- You can get stone as an Assassin.
2- Don't jump straight from Wizard to Warlock, you're wasting alot of HP and Mana points when you're doing so.

Here's what I would do:

1- Create an Elf Wizard (quick learner)
2- Invest in Stone to Level 7 (meteor storm) and Sun to level 3 (illuminate) before switching.
--- here, you contradict yourself in your post ---
3- Change to Barbarian right away (not warlock). Why? This will give you the HP basis and it will allow you to boost your Spirituality to 24. Since you'll gain spells to 1/2 of your skill, there's not many spells that you can get. Now, when you're at about 100 HP (which should coincide with end of the Serpent Temple and Spi at 24), change to another magic role. Keep the Warlock for last to pick up all the remaining spells before you take on an Elite role.

[ 05-03-2002, 10:24 AM: Message edited by: Ryanamur ]
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Old 05-06-2002, 05:06 AM   #8
Radek
Red Dragon
 

Join Date: April 3, 2001
Location: Prague, Czech Republic
Posts: 1,586
1. You cannot get Stone Magic as an Assassin - at least, not in my game. Assassins get Fiend and Moon schools but not Stone. The only sources of Stone Magic are Mages and Valkyries. Note: I am playing without any patch.
2. You are not right, Ryanamur. That's you who is losing mana points. Perhaps, I didn't express myself well. Therefore, I meant the following:
a) Create a mage. Put him in the inn.
b) Bring him ankhs so that he can change roles.
c) Bring him a skull and a spider egg. Make him a warlock. Return him into the inn without leaving the town.
d) Bring him a raptor egg. Make him a ranger. Note that the adept of a ranger has to bring the egg - he need not kill the raptor. Therefore, the forerunner takes the ranger quest, kills the raptor, brings the eggs (there are 2 eggs available), gives one egg to to the mage and the second one to a Chest sitting in the inn and cancels the ranger training. Now, the mage takes the ranger quest and finishes it immediately. Return the mage into the inn without leaving the town.
e) Dangerous action! Let the mage take the paladin quest. Bring the mage to the Gael Serran Altar - run like hell there and back using the raft or - if your forerunner has a Moon magic - use Create Portal/Teleport/Call of Home. It may happen that you'll need to fight. In this case, do not level up your mage. Note: the ordering of role changes is selected so that the mage is now a ranger and can be protected by a chain mail at this moment.
f) Let the mage take take the barbarian quest. Do not level up until you become a barbarian. Note: the ordering of role changes is selected so that the mage is now a paladin and can use katanas and plate mail during the barbarian quest.
Why all these tricks? Because we want the mage to have all magic schools AND we want him to have as few apells as possible and as low skill values in magic schools as possible when he becomes a barbarian. Now, the babarian gets mana points in each magic school when he levels up. The amount of mana points gained equals to the barbarian's SPI so that we also want the barbarian to have SPI 24. The process of gaining mana points stops at some moment - the lower your magic school skills are and the few spells you have the later the process stops. Note: you can improve your Sorcery skill without spoiling the process.
An example: if you have SPI 24 and if you raise all magic schools to 1 (so that you see all magic schools in you skill list and can improve them during leveling up later in the game), then the process stops after 15 increments. You will have 380 SP in each magic school. Now, if you add 10 spells to each magic school (by means of leveling up! not by means of using books of magic!), you get additional 240 SP in each magic school. Result: 620 SP in each magic school.
If you allow gaining spells or raising some magic school skill, then the process of gaining mana points stops almost immediately. Well, if you keep a particular magic school undeveloped completely then you'll see an increment sometimes (rarely). Trainig Stone to 7 and Sun to 3 equals losing the advantage completely. You are losing mana points.
g) Become a warlock after getting your 380 SP in each magic school. With SPI 24, you will gain next 24 mana points with each spell added to your spellbook during leveling up. After filling your spellbook completely, you will have 700 - 800 SP in each magic school.
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