02-03-2001, 12:43 AM | #1 |
Welcomed New User
Join Date: April 9, 2001
Location: spain
Posts: 3
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Greetings all. At long last my weary party has staggered to the
conclusion of Wizards and Warriors. What a long strange trip it's been. Here are my thoughts on the game and a few suggestions for anybody thinking of playing. I'm an old-timer (43) and the first computer game I ever bought was _Wizardry_; that title began a love affair with computer role-playing games, although whenever a vacuum tube burned out the game crashed . So for me, W&W amounted to the cyber equivilent of comfort food. It's chicken fried steak with cream gravy. There's nothing cutting edge about this; the graphics are OK indoors, lame outdoors. The story is cliche. It has enough bugs to keep Orkin in business for life. But...it's the closest I've come in a long time to that old feeling. The real guts of the game is the gradual accumulation of stats, skills and equipment that transforms your party from worms to demigods. Other than the eye candy, this isn't significantly different from Wizardry on the Apple IIe. If this is your cup of tea, than this game, despite it's flaws, is well worth the effort. Here are some suggestions in no particular order: 1. Don't agonize over what class to be, exactly which skills to pursue, or roles to ascend. You'll be plenty strong enough if you just stick with common sense. I do have one suggestion...the number of skill points to assign with each level up is dependent on intelligence, so it's worthwhile to have everybody, even the bashers, start high. This problem can, however, be overcome with money to some extent by paying for increased skills in guilds. 2. Party selection: This has been a successful system for me for almost 20 years -- 2 fighter types in front, 2 clerics in the middle, two magic users in the rear. I played the game without a thief. The clerics were pretty much able to heal/cure the result of just bashing the damn things open. That clickfest to pick them was fun at first but becomes tedious. I just started bashing them. Advance the clerics in the healing arts and you'll do OK. If you put a tough guy in the last slot you might do even better, because all crush damage from doors, elevators and such is inflicted solely on this last poor slob. 3. I never once used a scroll or any potions other than mana potions. I never enchanted anything, because I wanted to put my skill points elsewhere. 4. You MUST start out one magic user on the road to the create portal/ teleport/call of home route (moon magic). This will save you so much time that I can't imagine slogging through this game without them. As icestorm is also in moon magic, I found it very successful to have the other magic user learn fire magic. If the Firestorm doesn't affect them, the icestorm certainly will. At games end, even demons were no challenge. One icestorm usually killed them without a scratch to me. 5. SAVE OFTEN. Every ten minutes is not too much. The game WILL crash and usually after you've neglected to save for two hours. 6. My game at one point crashed every time I left Brimloch Roon. Only the patch cured this problem. If I were doing it again, I'd install the patch from the git go. Yes, there are a few 'favorable' bugs, but a) exploiting them rather defeats the point of the game b) it cures several maddening problems. In addition to the problem listed above, it prevents getting stuck with no way out in several spots, notably elevators that deliver you to a dead end and then stop cycling. 7. Learn artifact ability early. Money is extremely important in this game, and you'll have much more of it if you can identify most things yourself. My identifier was level 7, and only rarely failed to identify things. Level 7 is probably high enough. 8. Have fighters learn the two-handed attack...it increases the damage they deal out substantially. 9. Having at least one person with high will is good, like the magic user with the teleport spells. If not, your party will be in a very tough spot against mind-contral creatures...and there are a fair number. 10. Unless you're really hard up for money, I'd get the strategy guide. Although it's mostly crap, the maps and walkthroughs are worth the price of admission. You can ferret the same information from this board, but it will save you a lot of time to have this at hand. 11. Here's how to escape if your boat gets stuck on a 'sand bar': Swim out to the middle, cast 'create portal'. Swim back to the boat and take the helm. Cast 'Teleport'. Or just forget about the boat and swim. The XP from killing sharks and turtles is good, and be sure to grab the shells to make SCUBA equipment...you must have this to complete the game. 12. Once a quest item has been used for completion of a quest, I never found another use for it. Drop anything you don't want to carry just outside of town. I dropped tons of stuff on the dock outside of Brimloch and never lost anything. Hopefully this will help and make the game more fun for some of you. Now back to System Shock 2...I found it for $10, just started playing and so far think it's excellent. |
02-03-2001, 01:18 PM | #2 |
Ironworks Moderator
Join Date: January 7, 2001
Location: Monroe, LA
Age: 60
Posts: 7,387
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Bravo! Bravo!! **APPLAUSE**
An excellent summary of the game and many strategies, Rusty! I appreciated the part about not needing a Rogue, especially with the Barbarian ascension being so easy; it can be done very early on. I tend to use a 4-character party because I've found that 6 characters get pretty redundant, but on a 4-character party, a good start would be 2 warriors, a priest, and a wizard. I take one warrior to Paladin pretty quickly, take another one to Barbarian (to double as a thief) and develop the Priest and Wizard until they've gotten most of their major spells, then switch them to Warlocks to get the Moon and Fiend spells quickly. From there it's however I decide to develop them. One other overlooked skill on Thieving though that you may want to emphasize is Pickpocket. You can get high-level items off of some monsters that they would not otherwise drop. For example, during the Crypt, a character with high Dex and moderate pickpocket skills can get some decent amulets and even ankhs (!) off of the rotting mummies (I think there are 4 of them in the Crypt other than F'Lokis Ra). It also gets you the coveted Treasury Key from Freyedies AND the element of evil from Lysandra without having to kill her or become a vamp yourself. Thanks, Rusty, for an excellent "high-point" write-up. I'm sure starting players will find it very useful. -Sazerac |
02-03-2001, 01:49 PM | #3 |
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To say that the game is, well, bland because of cliche storyline and poor quality programming is fine, but that is not what this game focuses on. These things are just a backdrop (in order to make the game an actual "game") for the real purpose... being character development. This is what makes the game so involving (and terribly addictive!) when playing. Even look in the manual and read "dedicated to those for whom one lifetime is not enough" (or something along those lines). This pretty much sums up the game. It is an entire lifetime for the characters (in comparison to other games of the genre) and that is the point. The game is NOT based on killing Cet, or the triumph over evil, it IS about getting that Zenmaster, and having all the spells, and having more skills than you will ever need! For this reason, not the story or the graphics, is the reason why we all love this game, and why you are reading this reply on this forum!
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