Re: Murkon's Refuge: Class Questions
Thurhame, on host 71.58.110.34
Saturday, May 17, 2014, at 11:52:26
Re: Murkon's Refuge: Class Questions posted by Roseanne on Saturday, April 21, 2007, at 10:52:15:
> > I'm almost to the point where I can start retraining my characters, but I'm not sure which classes I should do. I have a few questions I couldn't find the answers to in the Help section. > > > 1) Are rogues the only characters who can disarm chests, or can assassins disarm as well? I have spell-casters with the disarm spell, but I like the experience the rogue gets. > > Yes, rogues are the only ones who can disarm chests. And yes, the experience gained from disarming the chest is pretty awesome. > > > 2) Do druids get anything besides the wizard and sorcerer spells? Most of my party is already one or the other, and I'm wondering if it's worth it to make them druids, or if I should just swap their spell type. > > Druids have natural healing, i.e. they'll gradually recover their hit points out of combat. The more leveled up they are, the faster they'll heal. They learn spells slower than wizards and sorcerers, though, and their choice of weapons and armor is quite limited. I personally prefer to just retrain sorcerers to wizards to learn the new spells faster, but it's all personal preference. > > > 3) I'm thinking of having mostly assassins with spell-caster abilities in the endgame, but would mean at least two retraining sessions. Is it worth it, or is it better to specialize fighter or spell-caster? > > As someone else said in response to this post, it's best to have three fighters at the front, and three spell-casters at the back. I haven't gone too far enough in the game yet to be sure, but I think that as long as you train your fighters enough for them to hit several monsters in one turn, and your spellcasters to know all the spells, you should be fine. I just got a Light Sword for my rogue, and she's able to mow down an entire group of monsters by herself now, so I'm not retraining her anytime soon. :)
More spell points to heal between battles is always helpful, so wizard -> assassin might be better than knight -> assassin. By the same token, knight -> spellcaster will be tougher than pure spellcaster.
Druids also gain natural AC, which can make up for weaker armor. Weapons aren't really an issue, since the back three can't melee anyway. If you're willing to wait longer for the spells, Druid can def. be worth it. However, they do have (if I remember correctly) the worst HP growth, so make sure they're already decently tough before retraining, either by fighter -> druid or by having a high leveled spellcaster.
Really, though, it's up to personal preference. As long as your fighters are fast and your spellcasters know the spells, you're golden. For that matter, pretty much any party can win the game if they're strong enough, good composition or not.
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