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Old 07-15-2002, 05:47 AM   #1
Charmy
Dungeon Master
 

Join Date: March 23, 2002
Location: Canada
Age: 39
Posts: 81
Hey guys,

I'm brand new to W&W, I picked up a copy off of E-Bay (A UK one no less, how exotic [img]smile.gif[/img] After beating W8 twice over I got a little Wizzed out, but I was dying for a similar game experience, and I've been really happy with W&W.

After pouring over the forums for a long time I finally decided to make a party. It was tough figuring out the way the game works, (especially the saves/town and inn), and the guild system, but I think I've gotten the gist of it.

Here is my party:

Lizzord Fighter
Whiskah Fighter
Human Priest
Oomphaz Wizard

The races are largely because of roleplaying reasons, more so than their actual usefulness. I wanted to have a pixie, and a gnome, but I couldn't justify it for roleplay, so I sacrificed some potential power I suppose. Anyway, I have a plan for each of them. I was going to keep my Wizard until level 9, so that he can have the opportunity to maximize his stone magic to level 7, allowing me to learn most of the spells before he class changes to Paladin to pick up Spirit Magic. I am going to bring him to 9 as a Paladin, max out his Spirit magic, and then let him have fun as a Ranger for 9 levels for vine. Finally, he would have a brief sojourn as a Samurai until about level 3 to pick up the Prowess skill and finally class change to his final, the Warlock, to get the last two schools of magic. I believe a similar flow chart to this was given in the best tips section, although I modified it a bit.

I patched my game, so I won't be using the 'drop item' cheat, or the inn cheat (although I did 'grant' myself about ten-thousand gold to start myself on guild training maximization), so I will only be able to have one Zenmaster, Assassin and Valkyrie.

All three of my other party members will become one of these super classes. Priest is going to level 9 to get her Vine and Spirit magic, then class change her to Samurai, pick up the prowess skill and sun magic as well as deathstrike, then be a warlock to pick up useful magics from the other schools before finally becoming a Valkyrie.

Two fighters will upgrade to Barbarians at level 5, and stay that way until about level 7 for the rogue skills and HP bonus. Then going to bring them to Samurai for Prowess and Sun, then to Paladin for Spirit and Gallantry, then turn one of them into a Zenmaster, the other into an Assassin (but which one?)

So thats the plan. Its kind of incomplete, and if people have suggestions for other class changes (especially for the fighters), I'd love to hear them. What would be really useful would be a chart or table of all the skills in the game, and how you can learn each one.. Having a good array of trainable skills for all my party members would be ideal, and some can only be picked up by certain classes. I thought that was one key element left out of the Best Tips thread.

So far the party is quite strong, and I'm moving through the crypt at a comfortable pace. The lack of an ID spell is annoying, but I should be okay as soon as I start doing guild quests for my wizard and priest so I can learn Arcane Lore.

Thanks for your help!

[ 07-15-2002, 06:08 AM: Message edited by: Charmy ]
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Old 07-15-2002, 06:09 AM   #2
kev
Drizzt Do'Urden
 

Join Date: April 4, 2002
Location: North Western Australia
Age: 59
Posts: 670
Wow Charmie youve got it all mapped out. I have only just come to some of your conclusions and I am half way through the game. I think that your flow charts are probably a bit short and you could benefit from 2 or 3 more changes. Make sure that you get a ranger asap so that you can use the arrow trick to make money or youll never have enough. Get your arcane lore & blacksmithing up quickly, it will save you a lot of money.
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Old 07-15-2002, 09:57 AM   #3
Wyvern
Ironworks Moderator
 

Join Date: January 7, 2001
Location: Rural Paradise, MI
Posts: 5,701
Welcome to the board, Charmy!

You've done an excellent job of mapping out your game and character development! [img]smile.gif[/img] I'm sure as you play you will discover what a very fluid game W&W is. You can include additional class changes and still achieve your original goals. While the plot line itself is a bit linear (which I don't mind) everything else, especially character development, is very flexible!

Enjoy the game and keep us posted on how you are doing!

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Old 07-15-2002, 04:14 PM   #4
Charmy
Dungeon Master
 

Join Date: March 23, 2002
Location: Canada
Age: 39
Posts: 81
Thanks for the replies and words of encouragement [img]smile.gif[/img]

Its great to know that people still play old-school games like this. NWN and Morrowind were quickly cast aside for me in favor of playing a much lower budget and smaller dev team like W&W. It goes to show that heart and soul and time-honored approaches can go a long way I s'pose ^.~

I'll definitely try incorporating a few more class changes into my group, especially for my fighters. I may have them become Monks, Ninjas or Bards for a bit of time. Does anyone know a link to a table of skills and traits, detailing which classes learn which traits/skills, and at what level? I'd love to have a party which knows every single skill in the game, which is going to be important considering I have only four party members as opposed to the easier six on the first trip through the game.

If not I'll just muddle my way through. If I touch bases on every single class in the game then I'll be sure to find out that way. Are there any classes out there which most people find are a waste of time to class change to?

Thanks for the tip on the Ranger fletchery bit. I may accelerate the speed at which I learn that skill by class changing one of my fighters to Ranger instead of Samurai first, since I am running low on cash. (I'm amazed considering I started with 10,000.. those guilds are incredibly greedy!!)
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Old 07-15-2002, 05:36 PM   #5
Packrat
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Join Date: March 16, 2002
Location: Wauconda, IL
Age: 67
Posts: 656
Check page 3 of the 'BEST TIPS' thread....Role ascension by class...Traits table...Stats needed for Elite Roles...and Quick guide to Roles.

[ 07-15-2002, 05:54 PM: Message edited by: Packrat ]
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Old 07-15-2002, 05:44 PM   #6
Dude 77
Manshoon
 

Join Date: April 24, 2002
Location: Lethbridge, Alberta, Canada
Posts: 221
great line up i should have done something like it would make it much easer for me now
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Old 07-15-2002, 06:36 PM   #7
dragonteller
Elite Waterdeep Guard
 

Join Date: August 27, 2001
Location: Virginia
Posts: 19
Your plan sounds great. The main thing I want to comment on is the Zenmaster and the Valkyrie--don't get too excited about these elite classes unless you want to replay the game after you finish it the first time. There's only about 15 minutes of gameplay left by the the time you can complete the quests to become Zenmaster and Valkyrie.

Assassin is cool, though, and is achievable early enough to make it worthwhile. (((my character already had all his spells by the time I made him an assassin--I just changed him so I could dress him up in all the cunning red assassin garb lol))).

One word of caution--don't go for too many different spells/skills in one class. For example, even though a priest can learn vine magic, you might want to get all of the spirit spells, then move him to ranger to pick up vine spells more quickly than if you keep him as priest.

I just finished the game with a Whiska warrior/barbarian/ranger/paladin/ninja/warlock/samuri/zenmaster, a human priest/ninja/warlock/samuri/Valkyrie and an elf wizard/Ranger/Paladin/Warlock/Assassin. In the end, everyone had all of the spells. I also used the Toughen cheat, so each character had about 1300 hp when I was done.

One more thing--I chose to increase my sorcery skill for each player every time I leveled up, and I still only got Sorcery skill to level 10 by the end of the game. Most things can be trained for in the guilds, but sorcery can't--only way to increase it is during your level ups.

[ 07-15-2002, 06:42 PM: Message edited by: dragonteller ]
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Old 07-15-2002, 07:05 PM   #8
Packrat
Drizzt Do'Urden
 

Join Date: March 16, 2002
Location: Wauconda, IL
Age: 67
Posts: 656
As far as Valkyrie and Zenmaster are concerned...It's true
Quote:
There's only about 15 minutes of gameplay left by the the time you can complete the quests to become Zenmaster and Valkyrie
However...You don't have to follow the main story line.

You could leave the rest of your party in Brimloch and run all over the Gael Serran, Cleaning up the monsters that have respawned. Just turn the spawn rate up to often .
With only 2 characters they level up pretty quick....Especially the Valkyrie...She gets double bonus for all undead monsters killed.... ...That includes..banshees..(Rumphy)..and skeletons.

BTW...I now have..4 Valkyrie's..and I'm working on #5.

[ 07-15-2002, 07:14 PM: Message edited by: Packrat ]
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Old 07-15-2002, 11:04 PM   #9
Loumistro
Drizzt Do'Urden
 

Join Date: May 25, 2001
Location: Monticello, IL, USA
Age: 37
Posts: 630
I used the Valkrie Trick and now have six Valkries. all male. very cool. I forgot who posted that but I will say thanks to who ever posted it.
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Old 07-16-2002, 06:50 AM   #10
kev
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Join Date: April 4, 2002
Location: North Western Australia
Age: 59
Posts: 670
If you want an assassin in your team make sure you dont "off the rat" near ishad na. If you do you will never get the assassins quest.
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