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#1 |
Elite Waterdeep Guard
![]() Join Date: January 31, 2002
Location: Chicago
Posts: 6
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Howdy,
I am a newbie here and want to first compliment this well run board and Wizards and Warriors. I like my fantasy well told and without spaceships revealed at the end so WW is doing the trick for me. I do have a couple of questions for the more knowledgable on the board. 1. I killed Scantril when he and his ratboys rolled up on me. Is there any other way to become an assassin? 2. Right now I have characters with Kung Fu 7, Sun 8 and Stone 8. My ninja is about as effective a fighter as my ranger and Samaroi whut level do you suggest Kung Fu should be taken to? Also with Sun and Stone once you have a high enough level to receive all 7 spell levels is there a benefit in raising it higher or does the law of diminishing returns kick in? All feedback would be welcomed.
__________________
\"We have, I think, a hasty, lazy culture that doesn\'t want to listen to a complicated story, that doesn\'t want to learn something thats hard to learn, and wants results. And it celebrates successful short-term results. <br /> --Roger Kennedy former Smithsonian Director |
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#2 |
Ironworks Moderator
![]() Join Date: January 7, 2001
Location: Rural Paradise, MI
Posts: 5,701
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Welcome to the board, serpent janitor!!! (intersting handle!
![]() IT is far too easy in this game to knock off Scanthril and crew before you find out that he has something to offer. Aside from reloading a previous game (which is often way too far back by the time you find out he was the key to becoming an Assassin), the other solution is to have me hack you an Assassin's Dagger. I've hacked that dagger more than any other single item in the game. If you'd like to take that option, send me a ZIPPED or RARed copy of your gamexx.sav and be patient! Doesn't take me long to hack the file (2 to 4 minutes for this one) but it can take me hours to email it back because of the size of the file. 2) well, it depends. I never experienced any "law of diminishment" within W&W so considered increases always to be beneficial. I also wasn't trying to gain every skill possible for my characters (we skipped most of the different weapon skills) which allowed me to concentrate more on building up the few that I thought were important. I always kept bumping up my spell skills whenever possible. Since skills tend to scroll off the screen (you don't loose the skill, you just can't increase them at level up time), it has been suggested that increasing the skills at the bottom of the right hand column should be a priority before you scroll them off with the addition of a new skill. Someone else is bound to have a far more definitive opinion on this topic than I. Hopefully they will share their insights! Wyv |
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#3 |
Elite Waterdeep Guard
![]() Join Date: January 31, 2002
Location: Chicago
Posts: 6
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Wyvern thanks for the tips! I think I will accept your favor and then..........do I owe you a favor to be named later Godfather? Thanks bro!
Bisquit
__________________
\"We have, I think, a hasty, lazy culture that doesn\'t want to listen to a complicated story, that doesn\'t want to learn something thats hard to learn, and wants results. And it celebrates successful short-term results. <br /> --Roger Kennedy former Smithsonian Director |
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#4 |
Zhentarim Guard
![]() Join Date: May 9, 2001
Location: Schenectady, New York
Posts: 310
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Serpent Janitor, welcome to the W&W Forum!
![]() +Dr.Pick
__________________
The LORD gives and the LORD takes away. Blessed be the name of the LORD. |
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#5 |
40th Level Warrior
![]() Join Date: October 29, 2001
Location: Western Wilds of Michigan
Posts: 11,752
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My opinion on skill levels is pretty simple.
For spells, the key is to get to level 7. Otherwise, you can't get level 7 spells (to state the hopefully obvious). I haven't seen any real benefit to improving the skill beyond 7, so I generally don't unless I'm training at a guild, and there's nothing better to train in. BTW, I believe in putting all my level-up skill points into Sorcery or other things you can't train in. Traps & Locks (until you can start training), your preferred weapon (Sword, followed by Dagger and Pole & Staff), Enchant/Bless, Artifacts, Forge, Scout (much more useful than I first thought), and Athletics. Prowess and Gallantry were useful later (I think), although they're hard to evaluate. My only exception is when getting to level 1 in a spell skill, or trying to get to level 2 or 3. From that point on, you really can't level up in one shot, so you might as well pay for training at a guild. My usual goal is to get to level 7 in a spell class by the time the character is level 7. Usually, I hit it by level 9. I also prefer to have certain characters specialize in certain skills, rather than try to get everyone up to the top in every skill. Later, everyone can pick up Artifacts, for example; throughout most of the game, as long as someone has it, you're okay. After you're all done, raise skills beyond level 7 when there's nothing better to do at a guild. Whew! Too much writing, which makes me think the *real* answer is that it depends on what you feel like doing, and what your own opinion is.
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*B* Save Early, Save Often Save Before, Save After Two-Star General, Spelling Soldiers -+-+-+ Give 'em a hug one more time. It might be the last. |
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#6 |
Elite Waterdeep Guard
![]() Join Date: January 31, 2002
Location: Chicago
Posts: 6
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Thanks for the info guys Bun you wrote me a whole dissertation.......Thanks!
__________________
\"We have, I think, a hasty, lazy culture that doesn\'t want to listen to a complicated story, that doesn\'t want to learn something thats hard to learn, and wants results. And it celebrates successful short-term results. <br /> --Roger Kennedy former Smithsonian Director |
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